Dalviss Crenn

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Thanks for the heads up. Our GM has already explained his understanding of why it's broken so I assume he has adjustments planned, also he is using the legendary games relationship add-on/expansion.


Well last week my group took down Karzoug, barely (I was lying dead on the floor, the fighter lost in a maze), and soon we will be starting up the Jade Regent AP.

As is typical for me I am having decision paralysis. I know the first rule is play what you want to play, but there are many things I want to play. We are not optimisers and we are trying to have our characters more connected with interesting relationships. What do you think will be of more help to the party?

If you are from my group in Highbury stop reading unless you are the DM. Potential Character spoilers ahead.

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The group:
Shoanti Barbarian - Invulnerable Rager (good strength, 2h, considering CAGM)
Elf Ranger - Divine Tracker (longbow)
Dwarf Cleric (buffer and defensive combat)

Gaps I see: Arcane/control , skills and face

Ideas (born out of what I wanted before the group solidified, just so happen to be in the right area):

Kitsune Sorcerer - Enchantment Primary/Conjuration secondary with either Fey, Sylvan, Serpentine bloodline. Tatooed Sorcerer archetype an option for familiar. Due to favoured class bonus can get spell focus in conjuration instead. BUT shortage of skills for face/knowledge/skills.

Kitsune Bard - Still has nice enchatment theme with songs etc. endless skills including enough to support realistic likeness feat to have awesome alter self spy. Inspire Courage will be loved as all 3 party members will be in combat. Limited arcane but careful selection can keep it useful. Considering Dirge Bard.

Gnome bard - Linguist theme, obsessed with collecting interesting words. Same deal as above but also might consider weird words or prankster archetype.

Human Sage Sorcerer - possible hybrid for bonus skills and student of philosophy for limited faceness.

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I'm as interested in coolness/theme as I am power, more concerend about party synergy than personal power. With all the above I intend to not put much energy into direct damage, I like the idea of someone at the back who manipulates/enables. The one aspect of character story that is locked in is that I am from Tian having crossed the crown at young age, caravan all but destroyed and another PC (Ranger) saved me.

Last thought: I have hesitations about whether I like anthropomorphic races and kitsune RP seems very human like where as the gnome has easier traits to distinguish him from humans (note he will not be a silly, trickster style gnome but more serious and obsessive).

Thanks for making it to the end.


Drogos wrote:
Rather than Oracle/Druid, why not Shaman? I would not recommend taking hits to your caster levels...

I think I mislead you there, my oracle idea is pure oracle and my druid is druid/monk. I meant to indicate that the role playing story/character concept is the same for the oracle and the druid/monk build. Editing for clarity now.

Edit: turns out it is too late to edit the previous post. Which is bad as I just saw a typo where I meant to say I now have clearer ideas rather than not clear.


I have a few ideas still but I have adjusted my Mr Hyde Build to be more capable with control bombs. In Mutagenic mode he has AC29 and claws at +21 (1d6+12) or power attack +18 (1d6+18). I am debating removing the 2 discoveries for either healing touch or mummification for more bombs or maybe weapon focus claws.

alchemist build:

Control Hyde
Male Human (Varisian) alchemist 10 / master chymist 2 Archetypes Beastmorph,
None Medium humanoid (human)
Init +6,
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DEFENSE
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AC 23 (29), touch 14, flat-footed 21 (+7 armor, +2 deflection, +2 Dex, +2 natural, )
hp 94 ((10d8)+(2d10)+34)
Fort +13, Ref +13, Will +11
Immunities cold, nonlethal damage, paralysis, sleep,
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OFFENSE
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Speed 30 ft.
Ranged bomb +12 (14)/+7 (9) (1d6+3)
Special Attacks Bomb, Confusion Bomb*, Feral Mutagen, Frost Bomb*, Precise Bombs, Tanglefoot Bomb*, Throw Anything,
Mutagen NaturalClaw x2 +21 (1d6+12) Bite +19 (1d8+10)
(Bodywrap used on claws)
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STATISTICS
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Str 24 (30), Dex 14 (18), Con 14, Int 16, Wis 14, Cha 7,
Base Atk +9; CMB +16; CMD 30
Feats Extra Bombs, Extra Discovery (4x), Improved Initiative, Iron Will, Power Attack, Throw Anything
Skills
Traits Accelerated Drinker, Bruising Intellect,
Languages Common, Varisian
SQ advanced mutagen, alchemy, beastform mutagen, bomb-thrower, bonus feat, discoveries, greater beastform mutagen, greater mutagen, healing touch, improved beastform mutagen, mummification, mutagen, mutagenic form, mutate, poison use, preserve organs, skilled, spontaneous healing, swift poisoning,
Combat Gear Boots of Speed (10 charges),
Other Gear amulet of natural armor +2, headband of mental prowess (int/wis) +2, ring of protection +2, belt of giant strength +4, bodywrap of mighty strikes +2, cloak of resistance +3, kikko armor +2 (mithral), boots of speed, formula book, bomb, 150.0 gp

I've also not got much clearer ideas for:
Battle OracleReach and Pin down, trip when it's useful, basically stand in a place and take AoO and cast in my own turn.
Druid 9/Monk 3Wild form fighting with monk damage dice enlarged as much as possible. 3 levels behind but Druid control focused casting.
Magus Simple spell lite attack routine and focus spell book on control and debuff.

RP concepts:
Alchemist Caught up in a war/conflict supporting with everyday alchemy/medicine. Wants to help by enhancing the soldiers/heroes but is rebuked (possibly religion based). Survives war but at great loss, ends up in Magnimar selling potions in the underbridge district to fund his experiments on himself... at some point his personality split occurs and his investigations to rejoin them comes across Thasillonian magic... joins party. (this one I have a fuller story in my head but this is the basics)

Oracle / Druid Shoanti from Storval plains. Wakes up after his tribe/group are attacked only survivor. Had visions of something terrible coming soon. Tried to warn other tribes but generally rejected and thought to be in post trauma shock. Starts investigating the only clear part of the vision, a 7 pointed star. (quite possibly a half-orc)

Magus Some kind of arms crafter who keeps his ears open (for treasure/ potential evil or monsters?) and some how comes across the party. Has town/city/family he cares for and really wants to live mundane life crafting but recognizes his talents and feels obliged to eliminate these threats/ protect his town/city/family. (this is the least developed)

I'm tentative to go straight caster as we already have 2 so all these assist the fighter in someway whilst bringing something else to the group (I hope). I will put together some of these builds when I have time.


Quote:
1 man soloing a dungeon is OP....getting good damage dice on a class specialized in damage is not OP.

I overstated myself I simply meant he was powerful throughout the module. (I was in no way shunned :) )

Monktopus does sound amazingly funny.

I will have to chat with the GM as the rest of the party is unaware of the upcoming change. Whatever I go for I need an RP concept that I will enjoy as this character switch is happening due to my ranger having no, well, character. :)

Sacred Fist - Other than some buffs and protections he lacks much control I think.

Magus? - Possibly just taking up spell slots needed for fighting to take the control? I saw a hexcrafter grapple build which looked fun and effective and might be able to have control spells prepared too.

Summoner? - My Eidelon can support the fighter and I can assist with control with my spell list

I've not really looked at druid much so I will go and do that.


Fruian Thistlefoot wrote:

MONKTOPUS!!!!!!! that's funny stuff right there.

Quote:

The existing party:

Fighter - Nodachi Crit. based
Mystic Theurge - Likes fireball / some healing
Winter Witch - Likes maximized lightning bolts and flying
Rogue - Pilferer (new member, little known)

I'm a little worried about your party

Looks like you have a Hammer, Hammer, Hammer, Hammer/Arm party

I would look into something that can bring Control to fights. Since no one is casting control style magics then your not going to be stepping on toes.

You could be right, though I probably type cast the spell casters a little too much, the Mystic does cast tentacles and has various protections on hand but is not often needed. The witch has only been with us for the last module where my rangers hatred of giants was a bit OP with many shot.

I'm pretty new to the variety of classes, are there control ones that are not standard arcane spell casters?


So I have been playing my first ever game of pathfinder for several months, and now we are coming to the end of book 4 of Rise of the Rune Lords. My character will be retiring/dying? and I will be re-rolling a new one.

It's not often that I will get to start a character at this level so I am looking for build ideas that you might not normally go for as you are under par for many levels.

1. I would like to not suddenly re-appear with a character that outshines some one else's specialty.

2. It would be helpful to at least partially cover the gap I leave. (this probably means melee, perception, secondary bow use though we fly a lot now)

3. We are not optimized to the max but still reasonably with RP adjustments.

The existing party:
Fighter - Nodachi Crit. based
Mystic Theurge - Likes fireball / some healing
Winter Witch - Likes maximized lightning bolts and flying
Rogue - Pilferer (new member, little known)
Ranger - switch hitter (my character who is retiring)

I have had a couple of ideas:

The main one I am considering is a Hyde style alchemist.
Alchemist 10 / M. Chymist 2 --->@16 + Alchemist 2 / M. Chymist 2
Key parts: Beastmorph, Mummification, Feral Mut. , healing touch.
Comments:
My chosen M. Chymist levels is because it maximizes BAB at 16, I won't reach 6th level extracts any way so can handle the 2 level hit, I can take greater and grand mutagen at 12 /16 respectively.
I am not interested in vivisectionist as I like the bombs as a secondary option. Adaptive comp. long bow won't hit as much as my ranger but will hit harder. This also brings more to the group as I can buff and make cheaper potions for some too. My big concern is will his attack rolls and natural attacks keep up at these levels?

I have back story thoughts for him and plan on the normal form to use a dice role to decide the mood he is in whether antagonist or happy go lucky etc. and the beast form to be well spoken.

The other was a barbarian turned prophet of some upcoming threat.
Would have been Barbarian 11 / Oracle 1.
I built him up the full invulnerable route happy to compromise on damage but he still seems to be very capable and I think he will outshine the fighter.

Any way let me know your thoughts. I have all sorts floating around my head such as sacred fist, combat investigator historian.