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So, this is for our RotRL campaign
I had an interesting, social PC, but it became pretty apparent that I needed him to exit and me to me to bring in a tank to avoid an impending TPK. This is what he currently looks like
Goblin (lol yes goblin), Infiltrator Ranger 10 Quote: STR 12 (+1), Dex 24 (+7), Con 12 (+1), Int 10, Wis 14 (+2), Cha 5 (-3)
INIT: +7, SPELL DCs: 12 + SL
SPEED: 30 /x4
CONC: +11 CL: 9, Hero Point: 1
AC: 25 (27 Adaptation) (30 Barkskin), FLAT: 22, TOUCH: 18
HP: 2 / 74
MELEE: +12/+6, RANGED: +18/+13
CMB: +10 CMD: 27
FORT: +10 (+12) REFLEX: +16 (Evasion) WILL: +8 (+10)
Skills (Abb.)
Perception +22 [Darkvision 60 ft.], Acrobatics +16, Climb +12, Stealth +27, Survival +15 ...+5 Tracking
Spells/Day (for the attack):
1st (3): Gravity Bow, Gravity bow, Entangle
2nd (2): PfEn, Spiked Growth
3rd (0):
(Normally might have cat's grace or barkskin and a utility open slot for 1st)
-Adaptive Holy Comp Longbow +1
-Longsword
-Mithral Breast Plate +1
-Buckler +1
-Cloak of Resistance +2
-Belt of Physical Might +2 - Str & Dex
-Bracers of Falcon's Aim
-Scroll of Gravity Bow x2
-Giant-Bane Arrows x9
-Quick Runner's Shirt
-Boots of Stealth +4 (custom item from a previous PC)
-Scroll of... Instant Enemy x0 (just used it)
Animal Messenger x0 (used it)
Residual Tracking x1
Negate Aroma x1
Anticipate Peril x1
-Gear: <misc stuff>
Other: Over-sized Ears, Indominable Faith, Magical Knack
Feats: 1st: Weapon Focus (Long Bow), 2nd: Point-Blank Shot, 3rd: Deadly Aim, 5th: Precise Shot, 6th: Rapid Shot, 7th: Manyshot, 9th: Snap Shot, 10th:Point-Blank Master
Favored Enemy: Humanoid (Giant) +6, Humanoid (Human) +2, Animal +2
Wild Empathy (Ex), Endurance, Adaptation: Giant (Nat Armor +2), Human: Iron Will, Great Fortitude
Woodland Stride, Swift Tracker (Ex), Evasion, Hunter's Bond
Constrictor Snake Quote: CONSTRICTOR SNAKE
N large animal …100 lbs?
Init +3; Senses scent; Perception +5
DEFENSE
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
HP 50
Fort +8, Ref +8, Will +3 (+4 morale vs. enchantment)
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +13 (1d6+8 plus grab)
Special Attacks: grab, constrict 1d4+8
STATISTICS
Str 26, Dex 17, Con 17, Int 1, Wis 12, Cha 2
Base Atk +4; CMB +13 (+17 grapple); CMD 25 (can't be tripped)
Feats (3) Power Attack, Improved Natural Attack (Bite), Weapon Focus (Bite)
Skills (6) Acrobatics +7, Climb +20, +Perception +6, Stealth +3, Swim +20
Special Qualities low-light vision, scent.
Attack, Come, Defend, Down, Heel, Stay
Devotion, Evasion, Link, share spells
I know most people don't choose snake but thought I'd try it. His mobility obviously becomes an issue, but so far I've had him just stay near me to act as a buffer in case anyone comes up on me. Thus far hasn't happened, but I'm sure it will.
My Best attack is as follows (1 rd prep gravity bow and move)
+10 BaB + 1 Size + 7 Dex + 1 Wep Focus + 1 Bow Enh +1 Bracers +6 Favored +2 Bane -2 Rapid - 3 Deadly Aim (+1 P.B. Shot) = +25 to hit
Against a standard AC of 24 I only have to hit on a 2, 2, and a 4 on my 2nd iterative. I don't provoke and get an AoO if people move around me.
Damage would be 4d8+16d6+68 (Average of 142 if all 3 hit). I crit on a 19-20 and have a good chance of confirming. This doesn't include the snake with a +13 (1d6+8) or +11 (1d6+12) and if its favored add +2 or +6 to att/damage and also a good chance of grabbing and grappling for constriction damage if they decide to come at me.
Next on Wantlist:
-Headband of Wisdom +2 (4k) - would give a third level slot ofr Instant enemy and help will saves (and a few skills)
-Boots of Haste - useful to have that extra attacks and +1s
-Bane arrows for whatever we're going up against
I'm curious on thoughts for 11th level and going forward. I think RotRL only goes to like 15th level so keep that in mind. Pretty sure I want to stay with a full BaB class unless there is a very compelling argument otherwise. With Ranger I'd get another iterative (at -10 so not like its gonna hit very often), no more saves, but Quarry which would be nice if you had time to burn a standard for the +2 to hit and the off chance you rolled a 19-20. Also I'd get an actual 3rd level slot for instant enemy instead of needing a bonus slot
Was also considering just dipping a level in Fighter so I could get Improved Snap Shot and Combat Reflexes. That's 7 AoOs per round against anything moving within 15 feet which could be pretty nifty. Pretty sure an archetype would be pointless as nearly everything requires you to be at least 2nd for their perks. I could take Gladiator to get Performance Combat but why even bother? Also would give a +2 fort
There was also the option of Barbarian. A +2 to damage on each hit and an extra +22 temp hit points could be helpful as well as the +10 movement and +2 fort. There's also Urban barbarian to get the option of +2 to hit or +2 damage on hits or +2 con and not lose any AC. With only 5 rounds or rage though I wonder if this is a smart option.
The other drawback of dipping is its going to delay Will increasing by a level. Even going full Ranger Will would only be a +9 (+11) at 12th level. I also rolled under average on hp so it's almost tempting to take toughness for those extra 11 to keep me alive.
Thoughts?

Just a story as a player that other players or DMs would probably find amusing.
So, in the last game we just got to Sandpoint knowing that an attack by giants and a dragon is imminent. We get there in the afternoon, briefly talk to Father Zantus and the Mayor and that night have a counsel meeting at the Rusty Dragon with important people (Ameiko, the Mayor, Zantus etc.) and that's where we leave off.
The next day (IRL) after the session I take 5 minutes to come up with a tactical assessment of our situation (some things changed for posting). Keep in mind our group is very under-optimized and under-equipped (by WBL) so I know this is going to be ugly:
Quote: 0) Call a town meeting and let the town know in a calm manner - last thing need is it to be a complete surprise and total chaos - need a good public speaker. Need to basically declare martial law and a state of emergency to defend the town until the raid occurs..the other hamlets learned the hard way
-Mobilize any and all available resources - any character with levels and useful skills to contribute. Spellcasters/Healers/Fighters/Weapon makers/laborers/town elders etc
-Need to mobilize as much scroll/wand/potion s%&% as possible as well as wood/metal/shovels etc anything for defense. Whatever magic items and things we can have or buy with our $..a fund or whatever
-Headband of Wisdom +2 will give me a 3rd level spell to make the Dragon a Favored Enemy a +6 to hit and +6 damage to each arrow
-Dragonbane arrows - somehow need to make or get these ASAP (CL 8th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus.)
-Create Water (0 level spell) need to start generating a f$** ton of water in jugs/buckets/whatever to be dispersed around the town at any and all opportunities cast this spell going through town - local militia can help put out fires that could spread and destroy everything if dragon has a fire breath weapon
1) Intel Problem - Going into this blind with really no information. Need to find out as much as possible..when the raid will take place, how many men, attacking/coming from where what type of dragon. Learn anything and everything about dragons (powers, weaknesses, defenses etc.)
-Need to know what they're looking for. Either intel from other people (keep in constant contact with Magnimar) or scout and get a hostage giant for information. Get in contact with Fort Rannick - see if Shelalu/Bart/someone can find a giant to get information out of
Know the enemy - (Cleric/inq/pala/ranger 1) +10 on k-knowledge check on monster. Eagle Eye (see 760 ft in the air in all directions 1 min/lvl. Alarm (bard/ranger/wiz 1). Fly
2) Very difficult area to defend. Large perimeter to try to surveilance and protect with limited resources. Perimeter defenses are very weak - very little to slow them so would leave little time to react and enact defense/counter offensive before being breached. Trying to fortify the limited walls will be time consuming and likely be ineffective & dragon will just fly over. Very limited visability from outside forest cover - enemy will be very close when spotted
Scouts/Lookouts:
Commune with birds. Charm Animal. Summon Minor Ally for scouts. summon minor monster (bard/cler/wiz 1)
Scouts/patrols outside walls for as much advanced notice of attack as possible to prepare town
Things to slow them down to fight them outside the gates and give time for mobilization: Spiked Pit (wiz 3rd), Spike Growth (ranger 2) - 20ft sq/lvl (20*9), Entangle (druid 1/ranger 1), Explosive Ruins?, Fake walls/diversions etc w/ Illusion spells i.e. silent image/minor, image/major image, Bridges: Need to either rig them with traps/explosives or use magic to make them unfindable/unpassable
3) Limited Communication
Alarms/Bells/Shouting signals and plans
Alarm spell, Whispering Wind, Need to test how far we can yell/communicate in the town - need to learn the landmarks
4) Inferior mobility - faster giants and flying fast dragon. they can move fast and large area for us to move to and intercept the enemy wherever they enter. they could likely get to their target before we can cut them off and engage: Haste (wiz3), Exp Retreat (wiz1), Mounts for mobility of us and higher level personel
5) Currently, gaurantee of massive civillian casualties
-Evac (fire drill) plan that everyone immediately evacuates to the church (or very sturdy structure (barracks/bank etc). Have them practice this drill for increased preparedness and area captains to facilitate it
5a) Fortify the s*** out of the church. move stone and rocks from the lighthouse rubble. Ant haul/ant haul communal (alchemist/ cleric 1/druid/ ranger/wiz 1)
5b) Plan B Escape plan dig tunnel from church and other escape routes out of town (such as to the beach): expeditious evacuation, mount/mount communical to get people out quickly
5c) Contingencies if people get cut off and can't go to church: Things like Rope Trick Scrolls for the wizard to hide the children if they are stranded, vanish potions to get people to safety
Other Offense?
Wizard has fireball/lightning bolt, Alchemist or others have useful spells etc.
6) Possible Counter-Intel (Trap/Ambush)
6a) Find out what they want then hide it w/ nondetection OR create a ruse we have it and won't give it up then a spell to give off a magic aura. Have diversion defenses to pretend to defend the spot with the fake object
6b) Other counter intel and diversions once they're in with illusion spells to draw them away from areas or into certain areas such as a choke point. They may be tempted by "food" (volunteer civilians as bait)
7) Enemy
We know they're somewhat intelligent but not that much, they run and don't fight to the death. will likely attack from easiest direction of least resistance (like across river at the South) and not concerned about defenders, most will likely pillage and kill and melee individually without group tactics (possible object throwing), possibly a leader that will go for their objective. Dealing with enemy with likely superior fire power/distance ability/mobility and numbers
dragon will be highly mobile with distance? Spells and probably fly and loop then swoop and breath weapon. Have darkvision to attack at night against us. We'll need to set up torches all over town
8) Group tactics
Likely to get dispersed and split up - dragon is the priority
<PC Barbarian> is melee - >Kill the giants, can take the hits and kill them effectively
<PC Inquisitor> xbow has limited range - See if we can get him a magic longbow (he's proficient) for extra range to help with the dragon <I found out he took something to way increase his xbow range>
<PC Rogue/Alchemist/Ranger> - use bow vs. dragon
<PC Cleric> - nonranged and spells may be limited by range other than readying for swoop attacks. Help with dragon if has distance spells, or ready for swoops and be highly mobile for healing (fly spell flying low?)
<ME Ranger> - ranged weapon for dragon
I can cast Protection of Energy and taunt the dragon into attacking me to divert it from hurting others
Utilize ranged superiority on giants (like at the inn) such as high ground they can't get to easily to kill giants and not let them distract from main target (dragon)
8a) Buffs for people
Bull's Strenght on <PC Barbarian>, Owl's Wisdom <PC Cleric>, Cat's Grace on ranged people
Haste on anyone
Battlemind Link on <PC Inquisitor> and <ME Ranger>
Protection from Energy vs. breath weapon (cleric/druidwiz 3, ranger 2)
Protection from Energy Communal (cleric/druid/inq/wiz/sum 4, ranger 3)
Draconic Reservoir for <PC Barbarian>
So that night we prioritize a little and do some of the initial things we can do that night. We set up guards to have overlapping fields of vision to be able to report since they'll be speed bumps and set up 2 man patrols to try to get advanced warning (trying to put low-light vision people spread out across these night patrols. We do our own watch rotation acting as kind of like captains of the guard to the men and keeping a lookout. The next day our DM is like "Oh ya, by the way it's like New Year's Eve so people are partying and stuff that night"
I facepalm realizing well derr they're probably going to attack in the morning now! and we laugh as I'm like "That would have been useful information to have before, <DM>!" and surprise surprise in the early morning horns blare and things don't go well from there...

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Goblin Transmuter 1/ Fighter Weapon Master 7 Quote: STR 14 (12 [+2], DEX 26 (16+4+2[+1][+3], Con 10, Int 12, Wis 10, Cha 6
INIT: +10, SPELL DCs: 11 + SL SPEED: 30, Concetration +2
AC: 24 =10+6+0+6 (+8) +1 (Size) +1 (Ring)
FLAT: 18 TOUCH: 18
MELEE: +10/+5, RANGED: +16/+11
FORT: +5, REFLEX: +10, WILL: +4
CMB: +8, CMD: 26
Perception +16 [Darkvision 60 ft.], Acrobatics +15, Stealth +12
0th (3): Detect Magic, Prestidigtation, Resistance
1st (3): Gravity Bow x2, True Strike
+Arcane Bond (Ring)
Spellbook: (All 0th except Ill. & Charm Opp Schools)
1st: Gravity Bow, True Strike, Feather Fall, Exp. Retreat
WT/ENC: 23 >43
GOLD: 7.25
Corrosive Comp Longbow +1 (+2)
Sm, 8450 gp, 1d6 (x3), 110 ft., 1.5 lbs, P, Ranged-Martial
Arrows x2 (20) (1 gp, 1.5 lbs)
Longsword: +12/+7 (1d6+2/19-20x2)
(Sm, 15gp, -, 2 lbs, S, 1h Martial)
Mithral Chain shirt +2 (5100gp, +6 AC, +6 Max Dex, 0 ACP, 10% SF, 30ft., 5lbs)
Ring of Protection +1 (CL 5th, Ring, -, 2k)
Bracers of Giant Strength +2 (CL 8th, Belt, 1lb, 4k)
Belt of Incredible Dexterity +3 (CL 8th, Belt, 1lb, 9k)
Wand of Haste (CL 5th, 225/ch) ...15 charges
Scroll of Shield x5 (CL 1st)
Scroll of Gravity Bow x5 (CL 1st, 25)
Scroll of Obscuring Mist (CL 1st, 25)
Scroll of Mirror Image (CL 3rd, 150)
Potion of CLW x2 (CL 1st, 50)
Ghost Touch Arrows x3
Gear: Backpack (2, .5), Bandolier (.5,-)
Bedroll (.1, 2.5), Waterskin (1, 1), Flint & Steel (1,-), Soap (.5, 1), Spellbook (15, 3), Rations x6 (.5, .25)
Other: Over-Sized Ears, Exile, Eyes and Ears of the City, Physical Enhancement (Su, +1 Dex)
Telekinetic Fist (Sp, 1d4, 30 ft, ranged touch, 4/day)
Weapon Guard (Ex): 2nd level, +1 bonus to CMD against disarm & sunder attempts w/ chosen weapon.
This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood).
Replaces Bravery
Weapon Training (Ex): At 3rd level, +1 bonus on att/dmg rolls with his chosen weapon.
gives +1 every four levels beyond 3rd, Replaces Armor Training 1-4
Reliable Strike (Ex): At 5th level, reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action.
He must accept the second roll even if it is worse. 1/day at 5th level +1 every five levels beyond 5th. This ability replaces weapon training 1.
Feats: Point-Blank Shot, Rapid Shot, Manyshot, Precise Shot, Weapon Focus (Longbow), Wep Specialization (Longbow)
Arcane Armor Training, Deadly Aim
9th level feats?: clustered shot + …..P.B. Master? Weapon Finesse? Greater Wep Focus? Improve a save? Improved Init? Agile Maneuvers?
For Full Round Attacks (30 ft or less): Average of 80 damage with Gravity Bow
Against an AC 20: 90%, 90%, 65%: Avg Damage of : 36+18+13 = 67/Round
Against an AC 25: Avg Dmg of: 47/Round
Against an AC of 30: Avg Dmg of: 27/Round
This isn't including when you use Haste for another avg. of 20. If anyone has a question about where a number came from feel free to ask.

Human Evoker (Admixture) 8
Str 8, Dex/Con/Wis/Cha 10
Int 18+2+2 = 22 [+2 item] = 24 (+7)
Magical Lineage (MM)
Lore Seeker (+1 CL MM)
0th-4, 1st-6, 2nd-5, 3rd-5, 4th-3
1st- Heighten Spell, Spell Penetration
3rd- Empower Spell
5th- Maximize Spell, Preferred Spell
7th- Piercing Spell
1st level slots: Could do piercing MM spell or plain MM
2nd level slots: Empower (5d4+5 +4) = 19-43)
3rd Level slots: Maximize: auto 29 or Empower + piercing
4th level: Maximize + piercing
Overcoming SR as 8+7 = 15+2 spell pen + possible 5 with piercing = effective +22 at 8th level.
9th: Spell Focus (Evok)
10th: Quicken
11: Spell Specialization
13: Varisian Tattoo
15: Intensify Spell/G. Spell Penetration
normally to get the 5 extra dice (1 every other level) you'd need to be 20th (to surpass the 19th level needed). But, at 16th with improved CL, you'd be doing a "guaranteed":
10d4+10 = 50 *1.5 = 75 + 7 = 82 using only a 6th level slot (3 maximize + 2 empower + 1 intensify - 1 magical lineage).
The elephant in the room is Shield and a Brooch of Shielding. A Brooch of Shielding is a CL1 so overcoming that at 8th is DC12-8 = 85% chance of making that. Shield however can still be a problem. They'll probably put up shield right after you cast MM, meaning being able to ready an action and counterspell is going to be unlikely. Unless they're a spontaneous caster its unlikely they have multiple shield spells memorized and if they do then they're wasting turns putting it back up. If they have a wand you just dispel the wand (CL1 probably so that's easy). The issue is breaking through that first casting SO with 29k left in the bank there must be something to help take it down easily. Its either that or save your specialty for mooks or another day and move on to Fireball/Lightning bolt admixtured to your pleasure.
There's also the issue of magic immune creatures like Golems or globes of invulnerability. For the former you're going to need some creative thinking regardless to solve that problem. For the second, it falls under the dispel magic issue of shield
How would you improve the MM aspect and shore up the obvious weaknesses?

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Something occurred to me in one of the eleven million alignment threads (making this the eleven millionth and one) and that is the specific use of the word "evil".
Evil has a very strong connotation to it. Very rarely do we call things or people "evil". If someone is a shoplifter we'd call them immoral, a thief, maybe a bad person. But evil? Generally calling someone evil is reserved for the worst of the worst: murderers, rapists, and truly heinous acts. It usually has a religious connotation as well as someone who is a pawn of the devil and destined for hell (or whatever version someone's religion uses).
This raises the question, does the word evil and how we look at it from our modern perspective affect how we should view it as an alignment? If so I'd think lesser immoral behavior would have to fall under neutral.
Or is it just semantics and "evil" should refer to people who habitually engage in immoral/bad behavior.
Or should we view it from a more in-game/method approach and thus a traditional-conservative perspective i.e. how would the medieval (pre-modern if you prefer) people of the setting view this act? This would mean many lesser crimes would be viewed as sins and wicked (and thus the person would be viewed as evil).
If someone has the Healing Domain can they put any spell with the healing domain or subdomain in that slot or only just the 9 listed in the domain descriptions? I thought it was the latter, but just making sure.
If someone is 1st level and has their normal melee weapon and has a bite attack (specifically half-orc toothy), do they get the bite weapon on full round attacks in addition to their normal one attack (and thus in addition to their two attacks at 6th level)? Wasn't sure if they did and they get it as a secondary (so its half str bonus at -5 penalty) or if they had to wait till like 6th to use like with normal extra attacks.
Also, for unarmed attack, if both opponents are unarmed, does the person with Improved Unarmed Attack still get the AoO for the other person regular unarmed striking them? I was under the impression they didn't because there's no "reach" now, but couldn't find anything to what I thought I had read on this.
Ok, when you go into rage you get +4 con, i.e basically extra H.P = Character Level x2. When you go out of rage either voluntarily or from falling unconscious or to negative H.P you lose these h.p correct e.g. if you were 8th level and fell to -1 you are now at -17.
So, if you had just guarded life at 8th with 12 con then at -1 you would be at -17, converting 8 to non lethal and stabilizing and you're at -9 hp w/ 8 non lethal. In effect it's your negative HP + your character level. At 8th level you would die at -5, at 9th level you'd die at -4 etc etc. At level 12+ dropping below 0 = insta-death. Thus when you reach a level equal to your con score, dropping below 0 = death with guarded life or dropping below 0 when your level reaches 1/2 your con score = death w/o guarded life.
Am I correct in saying this?
Without having to build a whole setting from the ground up, are there any nations in Golarion with an Irish/Celtic type feel I can use as a starting point?
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Out of boredom (and I hadn't seen this posted before) here is your challenge:
Build the worst character imaginable so he is as completely, and utterly worthless as possible. He should be getting demolished by commoners and really contributes nothing to a group. He has to at least have one weapon though.
Has to be standard 15 pt buy, WBL, 2 traits etc. We'll say you can make him either 1st level or 20th level, depending on how up to the challenge you are. Show your numbers and rationale of why you think yours is the most terrible character.
Who thinks they can win at this?
Is there a thread somewhere that explains kind of how this works? Do I have to be near a computer most of the time during my days for this? Is it just mostly on a certain day/days? Many people can't be sitting doing this all the time spending 3 hours a day on the forums, so if you're gone for a day or a few days does that put the game on halt for everyone? etc.

I've seen related questions answered, but I'd like some clarification on this.
Quote: Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action.
Ok so you start one and for that round burn a use of bardic performance, then each round maintain it as a free action and burn a round of usage for each round its active.
Now it says for 7th starting a performance is a move action, but does that include changing performances since above it specifies changing is a standard action?
Also if the opponent passes his will save on a performance on the first time I use it, can I then (at 7th level) use my second move to attempt it on them again? And this would use up two uses of bardic performance from that round, yes?
Would I be safe in assuming that the favored class bonuses are racial bonuses and would not stack with class abilities that specifically say they are a racial bonus?
edit: flagged myself to move to rules questions.

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I couldn't find any other threads on this so here it goes for the king of B.S. (7th level):
Quote: Rogue Spy Halfling 7 (normal age)
Str 8 Dex 10 Con 10 Int 10 Wis 10 Cha 21 (18+2+1(4th))
+5 Charisma
+2 Halfling - Shiftless
+2 Halfling - Adaptable luck
+1 Trait - Fast talker
Trait - Demon Hunter(+2 vs Mind effect for those cleric spells)
+10 7 ranks bluff and 3 for class skill
+2 Item - Headband of alluring charisma +2 (4k)
+12 Item - +12 Diplomacy Wondrous Item (14.4k)
+3 1st Feat - Skill Focus (Bluff)
+2 3rd Feat - Deceitful
5th Feat - Childlike take 10 if look innocent
+1 7th Feat - Voice of sibyl
+3 Skilled Liar (Spy Ex)
2nd Rogue Talent - Honeyed words (roll twice take best 2/day)
4th Rogue Talent - Coax Information (can use Bluff instead of Intimidate to make enemies friendly toward you)
6th Rogue Talent - Rumormonger (could do this for so many nefarious things to get my way)
= +43 with two rerolls in a day...and if my story makes me look innocent I can take 10 so that's +53. Heck, if I had Eagle's Splendor cast on me its +45/+55.
Can anyone do higher with this setup or their own build? His only weakness in this area I could see would be a stinkin' Cleric with Zone of Truth/Discern Lies.

Thus far this char has worked pretty well in our RotRL campaign and we are now on the Hook Massacre module:
In Buffing a 19 str Barbarian its worked out pretty well in making sure she can dish out the damage so long as she doesn't roll a bunch of 2's and 3's.
Quote: Elf Wizard Transmuter 7
Str: 10.....Init: +4 (Feat) + 2 (Trait) +2 (fleet-footed): +8
Dex: 11.....Spell DC: 15 + SL
Con: 10.....vs. SR: +9
Int: 20.....Concentration: +12
Wis: 14.....AC: 10
Cha: 9......HP: 41
BaB +3......Fort/Ref/Will: +2/+2/+7 (+2 v ench)
CMB/CMD: +3/13
Equipment [Magic] (~1? lbs, 16510 gp
Wands: Dispel Magic (2/day -5th lvl) (50 charges)
Mage Armor: (47), Shield: (49)
Magic Missile: (5th 33) (3rd-44)
Potions: CMWx2
Scrolls: Vanish, Comp Lang, Owl’s Wisdom, Invisibility, Bull’s Strength Dispel Magic, Exp. Retreat, Enlarge Person
Wand of Fireball (5th): (47)
Picked up (but part of Opp school and not sure if my char wants to use them)
Wand/Ray of Enfeeblement (13-3rd)
Wand/Vampiric Touch (33-5th)
Spells Today: Telefist 7/8
0th (4): Detect Magic, Ghost Sound, Message, Read Magic
1st (6+1[+Enlarge Person]): +Enlarge Person, +Protection from Evil, +Vanish, Alarm, Feather Fall, ?
2nd (4+1[+Bull’s Strength]): +Bull’s Strength, +Bear’s Endurance, +Cat’s Grace, +Flaming Sphere
3rd (3+1[+Haste]): Lightning Bolt, +Draconic Reservoir, +Clairvoyance, <? >
4th (2+1[+Mnemonic Enhancer]): Greater Invisibility, +Summon Monster IV (or Stoneskin)
FEATS: Scribe scroll, Eschew materials, Imp. Initiative, Brew Potion, Craft Wand, ???
With a stack of her Rage ability + Enlarge Person, Bull's Strength, and Haste ..and then if you throw in draconic reservoir then lightning bolt through her at enemies or fireball her when in melee and now she's doing 4d6+22 x 3. An average of 80 dmg/rd against an AC of 20. There's always Cat's Grace, Protection from evil or Illusion spells to buff her defense as well or throw in some magic missile or fireball to finish enemies off at the end.
The thing is when I looked after 4th, it looks like the spells to buff her well kind of dwindle off. My question is, I've decided everything else, but before I level I need to pick a feat for 7th level and can't decide because I'm not sure what direction to go forward.
-Iron Will is always useful but doesn't help teh buff
-Minor Spell Expertise sets up for Major and could get extra enlarge person ..but I can get that with wands pretty cheaply
-Extend Spell would mean I could do a 14 round Haste, but not sure if this is worth investing in. Maybe start doing more summonining to have allies to aid her and with extend they can stay longer if they survive?
-Other metamagic feats like get quicken for when I can use it later to get insta-buffs?
-Fast Study to prepare spells (almost) on the fly? or Arcane builder to build items a little bit faster?
-Create Wondrous item seems ideal for making a belt of bull's strength and so on but not sure I'll have the 8 days soon to do it and if it'll be a waste at 7th.
Any insight here by the number crunch brigade is welcome.

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I used search through several threads and it still doesn't seem clear to me. Correct me where I'm wrong.
1. My turn I go to grapple them (we'll assume I don't provoke AoO. My CMB vs. their CMD. I succeed so I've grappled and we're in the grappled condition.
2. Their turn they can roll escape or CMB vs. my CMD to break
3. My turn I roll to maintain vs. their CMD. If I succeed I can just roll damage for the appropriate types and don't have to roll to attack in addition
4: They roll again to escape
5. I roll to maintain again and succeed so I change the condition to pinned without rolling.
...10. On their turn they roll vs my CMD and succeed and now choose to be the grappler and I'm the grappled
11. On my turn I can roll vs. their CMD to break or be the grappler again. I fail
12. They beat my CMD to maintain and can now do one of the grapple moves like move, pin etc.
also
Quote: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC. Ok, so I'm grappled, but lose dex bonus to AC. So Grappled Condition: –4 penalty to Dex, –2 attacks and combat maneuver checks (except those made to grapple or escape a grapple) and loss of dex bonus..so if you had a 16 dex you're CMD just had a +3 to it go to a -2 from loss of dex bonus (10) to 6 (-4)?? Even if the dex bonus loss part replaces the -4 if you had a 16 you just lost another 2 from instead of 16-4 = 12 (+1) to just straight 10 (+0). But for the pinned person Quote: Pinned is a more severe version of grappled, and their effects do not stack. So he doesn't get the -4 to Dex but the grappler does? Or he doesn't?
The grappled person is pinned, gets -4 to AC and no Dex bonus. If they don't have any Dex bonus you gain nothing, and this only really helps with escape artist because CMB doesn't use dex. Pinning is making it much easier for many creatures to break your grapple when they have a decent CMB vs. your now weak CMD.
And the -4 dex of grappled is helping you with your maintain grapple (and do attacks i.e. damage option) vs. their CMD while the -4 AC of pinned doesn't. If they had a 12 dex (-4 dex) which was an 8 giving a -2 to CMD, then just losing their dex bonus its now a +0 and better than grappled.
Even if they had a 22 dex and lost that +6 you've lost your 18 or whatever dex and it's that much easier for their CMB to beat your CMD and they go from pinned to free as they don't have to go from pinned to grappled to free.
I apologize if this sounds rambling or not fully coherent as it's late and I should've gone to bed by now. Answering any of the questions with quotes from the devs or the PRD/Book is greatly appreciated.
HP 5th level wizard:
HP: 4d6 ⇒ (4, 5, 5, 3) = 17
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