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![]() Channel Hellfire At 2nd level, a diabolist can alter spells that deal energy damage to instead deal hellfire damage. She can do this as a free action a number of times per day equal to her Charisma modifier (minimum 1). Spells altered to use hellfire gain the lawful and evil descriptors. --- So, 2nd level Diabolist gets this lovely power. Does this help mitigate weaknesses of Sorcerer builds that focus on blasting? You don't even lose out on your spell progression, about the only thing missing is that your bloodlines get slowed down. Any ideas on how good this is? (and if it's resisted?) EDIT: Found context for what Hellfire damage is: Hellfire Trap Possibly good? You end up halving your damage against Fire-immune foes (assuming you're using something like Fireball), but you can keep advancing it? ![]()
![]() Personally I'd say it's great for a one level dip, but just be especially cautious with your life if you do so. Make sure that they can make the Caster Level check easily to keep them from wasting Raise Dead on you, otherwise a lot of money will have to be spent to get you back. For me, I think a two-level dip is actually really nice for Blaster wizards or Sorcerers (or anyone that plans on blasting), due to the lovely ability to change elemental damage to Hellfire damage, which (I believe) is unresisted by most everything. A three level dip, while questionable, allows you to retrain out the annoying Spell Focus (Conjuration) that's required for Augment Summoning, so that's useful if your blaster wants to double as a summoner. Overall, not much beyond third level is really interesting. Heresy can be used to help recruit specific Devils, and Infernal Charisma and Bargaining is useful to ensure their service. The capstone is especially useful, but overall this class (if used beyond the dip for the Imp companion and Hellfire) requires DM cooperation and downtime to use the Planar Binding assistance. With DM cooperation, this is an incredibly useful class and full of RP opportunity, especially for an Evil campaign. Just make sure that your DM and party members are okay with you damning yourself to Hell. EDIT: For Way of the Wicked? Hell yes take this class. Even if it's just a one level dip it still is bloody awesome! Take it with Sorcerer (maybe) if you plan on binding, (since you get better Charisma), or if you are just taking the one level then go with Wizard or Sorcerer as nothing really pushes you one way or the other. ![]()
![]() Talk to the group, or try and discover if you can do anything more with your own research. Make Knowledge checks to try and discover more, and perhaps investigate the NPC as well. It may be that the NPC is a traitor, but that's something else entirely. At the end of the day, make sure that you do all you can, and if all else fails simply let them live under observation. If they snap, then kill them because they are then Evil. (or try curing them again) ![]()
![]() I would like to take the Druid levels, as it looks interesting, but I don't think Kermah would work well with that setup. I want him to be LE, which doesn't work with Druid due to alignment restrictions. As well, I'm not going to take full Ranger, instead using a weird combination of levels to get me some sort of Natural Attacker. However, I might look into the Alchemist style if I'm allowed to reflavour the abilities a bit to avoid the scientist part. No guarantee it'll happen though... (though I might dip for the mutagen?) And I'll think about the Shapeshifter as well... I appreciate all the help that you're wanting to give me, and I think that it should turn out interesting (since I wouldn't have even spotted the Shapeshifter archetype.) I will insist on taking the Dragon Disciple levels though. :) Actually, Rage doesn't stack with Bloodrage... so that line of thought was doomed to failure. Thanks for showing a way to get it. EDIT: Trapper will probably be taken, but retrained in favour of MoMS when retraining comes around because I'm betting on having the template by then. ![]()
![]() 6 Int will be fun to RP, but he's not going to be a complete idiot. He has a decent Wis, so he's at least decent at that kind of check. I'm also investing into Sense Motive, so he'll turn out to that guy who looks dumb but is actually quite good at figuring out what could be wrong. Also investing into Intimidate and maaybe Diplomacy. Crunch: -------
Kermah Orletithar ------- LE Medium Outsider (Native) Age: 17 INIT: +1 | SENSES: Low-Light Vision, Perception +6 ------- Defense ------- AC: 17 | Touch: 11 | Flat-Footed: 16 hp: 12 (1d10+2) Fort: +4 Ref: +4 Will: +2 Resistance 5 (Fire, Cold, Electricity, Acid.) ------- Offense ------- Speed: 30 ft. Melee: Unarmed +5 (1d4+5 nonlethal) Lucerne Hammer +7 (1d12+7, x2) PA Lucerne Hammer +6 (1d12+10, x2) Space: 5 ft. ------- Statistics ------- STR: 20, DEX: 13, CON: 16, INT: 6, WIS: 14, CHA: 15 BaB: +1; CMB: +6; CMD: 18 Feats: Skill Focus (Kn. Planes), Power Attack. Skills: Linguistics -1, Sense Motive +3, Perception +6, Intimidate +6, Kn (Planes) +1. Languages: Common, Ignan, Draconic. Equipment: Lucerne Hammer, Breastplate, Oil of Magic Weapon, 35 gp. SQ: Elemental Assault (Su): +1d6 elemental dmg, 1 rd./level, Swift. 1/1 Bloodrage(stats below): 6/6 rds. 2 bonus hp. Arcane Bloodline: -Disruptive Bloodrage: +2 Concentration DC when opposing caster is threatened. Fast Movement (Ex): +10 ft. speed Favored Enemy(Humanoid [human]): +2 Bluff, Sense Motive, Survival, Perception, Knowledge. +2 dmg and attack rolls. Track(Ex): +1 to Survival to track. Wild Empathy(Ex): 1d20+2 to improve attitude of animal. ![]()
![]() So here's the stats for my Suli Bloodrager/mix of other stuff. (yes I'm taking a weird combination of stuff in that slot. Str(Focus): 20 (+2)
I'll have the rest of the crunch for 1st level up for this evening, as well as a potential background! EDIT: Slight changes made because Kermah is bad at math. ![]()
![]() So what I was planning was to take 2 levels of Ranger in order to get permanent Claws, then retrain those levels for one level of Lame Oracle and something else once I obtained the template since the Ranger levels would be meaningless. It's either that or I just don't take the Ranger levels and focus on manufactured weapons for the first levels until I get the Half-Dragon, and retrain feats to work with those natural attacks. What would you recommend? ![]()
![]() Gimme a bit longer to figure out what I want fully. Sorry for taking a while to figure it out. EDIT: Bloodrager+something else will be it, and I'll put up a background before I finish designing it. EDIT2: Will we allow retraining rules? If so, then that frees me to try out a mostly natural attack focused build with Arcane Bloodrager and Dragon Style to damage. Can I do this? (please?) ![]()
![]() If I'm not too late to change my concept (Magus is being finicky and I'm not able to mix in my lovely Dragon Disciple the way I would like to [yes, even with the Half-Dragon]). The point of this character was to gain the highest possible strength and then pummel people with it. Maybe a bit of spellcasting in their as well. Therefore, I'm thinking about taking Bloodrager from the playtest instead of Magus. Eldritch Heritage will also be taken so that I can level the sorcerer Orc or Abyssal bloodline for up to a +6 Inherent bonus. ![]()
![]() If you want to give me the Half-Dragon template later on I'm fine with it, I'll just have to adjust his further planning. (I was planning to take full Dragon Disciple, so Half-Dragon would give me a lot of those abilities.) If I have approval for that, I'll start editing the character to reflect that change. (Also, how do the Templates work in the leveling? Will our class levels or whatever change because of taking the Template?) EDIT: Perhaps add more Fighter levels in? not sure how to remake it into a lovely way. EDIT2: To give a better idea of what I'm building: A Hexcrafter Magus to take advantage of Spellstrike, then combine it with Eldritch Heritage for the Abyssal Bloodline in conjunction with perhaps still 4 levels of DD? and advancing the spellcasting portion of the Magus to max while not taking full Magus. (Not sure what else to add in, perhaps adding Antipaladin to aid saves) ![]()
![]() The thing with Primagus is that it doesn't really aid me. (Besides the fact that I like my standard Magus.) I still get Rage from Urban Barbarian. I'm debating whether or not I want to dip into a Lame Oracle to gain immunity to Fatigue, but that will end up harming my Magus unless I take it later on after I have Dragon Disciple to stop me from losing out on too much HP. (and BaB.) I think progression will go somewhat like this: Effectively what I want to end up with is a Magus with effectively full spell progression (at least 13 levels worth when you include DD), and as many Urban Barbarian levels as possible to buff Rage. As well, I'm going to take advantage of the SLA FAQ to get access to DD without needing to take a spontaneous caster. Not sure which specific race I'm using, but probably one with a Strength bonus. (Half-Elf maybe, if I can figure out how to deal with Light Blindness.) ![]()
![]() I'm currently building a gestalt character, looking for a bit of assistance, mostly in trying to help involve a lovely little bit of Dragony goodness with Dragon Disciple. So, the plan is to take Magus and Barbarian (or some other martial class), and take Dragon Disciple in addition to that. Stats will probably end up as follows(before race, which also is :
The annoying part will be combining Magus and Barbarian, and when to start the DD levels. I have to wait until after level 5, but what to do with them... (thinking about replacing some Magus and some Barbarian levels, but what the mix should be is unclear.) I'm also taking Improved Eldritch Heritage to get a lovely +6 inherent bonus to Strength and claws from the Abyssal bloodline. ![]()
![]() I'm thinking Urban Barbarian/Hexcrafter? Magus, going into Dragon Disciple as well... I'll come back with the full shenanigans that I plan on using in a bit. Not sure how I'm planning on dealing with the fatigue from Barbarian, since I'm not going to take full levels in either of the classes by mixing in Dragon Disciple. (Unless I do something else weird.) Stats will be on their way soon. I know my focus will probably be in Strength, Foible in something else, (maybe Wis? despite that seeming really foolish). EDIT: Do we also get some stuff back when we make our daring (exceedingly Evil) escape? I thought we lost it all and it stayed lost... (not that I'm complaining if that's not the case.) EDIT2: Cancel the Dragon Disciple. It's going to interfere a lot with my fun as a Magus. Kinda sad that it doesn't work, but that's the way the cookie crumbles I guess. ![]()
![]() Awe... well in that case I'm going to be switching out my initial first-level spells because they'll be almost equivalent to a Ray of Frost at 1st level. Spells will become Unseen Servant x1, Mount x1, and Grease. I'm tempted to want to go into a Diabolist now with Kermah now and build on his wants to bring out Devils, but I probably won't due to the required Charisma :( Oh well, nuking people is still fine. EDIT: As well, I'm switching out his skill points in Fly (which make no sense for him to have) for skill points in Craft (Calligraphy), in which he now has a +9 bonus :) Spoiler: -------
Name: Kermah Orletithar ------- Admixture Wizard 1 (Opposition: Illusion, Necromancy) LN Medium Humanoid (Elf) INIT: +2 | SENSES: Low-Light Vision ------- Defense ------- AC: 12 | Touch: 12 | Flat-Footed: 10 hp: ?? Fort: -2 Ref: +2 Will: +2 (+4 vs. Enchantment) ------- Offense ------- Speed: 30 ft. Melee: Unarmed +3 Space: 5 ft. 0-Level: Detect Magic, Read Magic, Ray of Frost 1-Level: Mount x1, Unseen Servant x1, Grease x1 ------- Statistics ------- STR: 17, DEX: 14, CON: 6, INT: 20, WIS: 11, CHA: 8 BaB: +0; CMB: +3; CMD: 15 Traits: Witchcraft, Magical Lineage (Fireball) Feats: Spell Focus (Evocation), Scribe Scroll Skills: Perception +3(1), Craft (Calligraphy) +9(1), Knowledge (Planes, Arcana) +10(1), Knowledge (Religion) +9(1), Spellcraft +9(1), Sense Motive +1(1), Linguistics +9(1), Appraise +9(1). Languages: Common, Elven, Celestial, Draconic, Sylvan Equipment: You have the clothes on your back. SQ: Immune to magic sleep. +2 vs. SR +2 to identify Magic Items Versatile Evocation (Su): (8/day) Intense Spells (Su): +1 to Spell Damage Familiar: Greensting Scorpion (+4 Initiative) (Currently Missing) |