N/A: 3's page

2 posts. Alias of Zachary Wydawski.




How do these interact?

Forewarned wrote:
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

and

Surprising Combatant wrote:
At the beginning of combat, after initiative is rolled but before the first round of combat begins, you can attempt a Bluff check as a free action. Each opponent who is aware of you must succeed at a Sense Motive check (DC equal to the result of your Bluff check). Failure means that an opponent is treated as if it were not aware of you when determining whether it is aware combat has begun. If none of your opponents are aware of you, you may act during the surprise round. If an opponent is effectively unaware of any foes, it cannot act during the surprise round.

I'm mainly curious about the fact that Forewarned mentions, even if you fail a Perception roll, interacting with the fact that Surprising Combatant forces a Sense Motive check.

I'm not leaning either way it just seems to me to be that both force an absolute effect on the Surprise Round.

So which one takes precedent since they are both "specific"?


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Warpriest:

Tiefling Warpriest of Baphomet CR 4
XP 1,200

Tiefling warpreist 5
CE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +2

Defense
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 natural)
hp 42 (5d8+20)
Fort +6, Ref +3, Will +6
Resist cold 5, electricity 5, fire 5

Offense
Speed 30 ft. With Armour 20ft
Melee 2 Claws +5 (1d4+2) or Masterwork Glaive +7(1d10+3/20x3)Reach: 10ft

Special Attacks
Channel Negative Energy (2d6) [Will DC 10];
Sacred Weapon (+1; 5 rounds);
Blessings(Minor) (5/Day;
Unholy Strike (Standard Action; melee weapon gains +1d6 damage against good for 1 minute and glows black),
Strength Surge (Swift Action; +2 enhancement to melee attacks, combat maneuver checks that rely on Strength, Strength based skills, and Strength checks for 1 round)

Spells (Caster Level 5th; Concentration +7; +4 Combat Casting)
0- Bleed, Detect Magic, Read Magic, Resistance
1- Divine Favor, Cure Light Wounds, (2) Cause Fear (DC 13), Shield of Faith
2- Spiritual Weapon, Hold Person (DC 14), Cure Moderate Wounds

Statistics
Str 14, Dex 14, Con 14, Int 10, Wis 15, Cha 6
Base Atk +3; CMB +5; CMD 17
Feats Weapon Focus (Glaive), Power Attack, Cleave, Toughness, Combat Casting, Armor of the Pit
Skills Climb +2, Intimidate +3, Knowledge(Religion) +5, Sense Motive +7, Spellcraft +5, Swim +2
Languages Abyssal, Common

SQ prehensile tail, Claws, Focus Weapon, Orisons, Spontaneous Casting(Inflict)

Gear Masterwork Glaive, +1 Chainmail, Silver Unholy Symbol of Baphomet, Potion of Cure Moderate Wounds (CL 3rd), (2) Potion of Bull's Strength (CL 3rd), Armbands of the Brawler, Belt Pouch, 15 gold, a small onyx (25 gold)

Above is the Warpriest i used in the playtest. I'm currently running Wrath of the Righteous for my group and i decided to add him into the encounters.

Encounter:
Near the end of book one "Worldwound Incursion" i placed the Warpriest in room P14. War Room (Gray Garrison) along with the 4 cultists of Deskari and had him react to intruders along with them.

Here is my party makeup.
1. Android Paladin[Oath of Vengence] 5th
2. Vanaran Monk 5th
3. Aasimar Inquisitor 5th
4. Half-Orc Ranger 3rd/Barbarian 2nd

So my group enters the garrison via the second floor and after dealing with a few demonic flies gets attacked by a large number of tieflings and cultists lead by the warpriest.

So at this point the encounter involves x10 Tieflings CR 1/2 and x4 Cultists CR 1 along with the CR 4 Warpriest.

Prep: The Warpriest had time to cast Shield of Faith prior to combat.

First Round: After the tieflings act i declare that the "warpriest" moves up behind some of his minions and activates Sacred Weapon(Swift) and Unholy Strike (Standard)

(My players seemed a little timid about the warpriest having never dealt with one before.)

Second Round: The Warpriest using tielfings to gain flank steps up to the PCs and uses Strength Surge to gain +2 attack, causing a hit and decent damage to the paladin (1d10+4 plus 1d6).

Third Round: The Warpriest easily holds his ground agianst the PCs and levels another chop into the paladin nearly dropping her.

Fourth Round: The Warpreist Withdraws to get behind some tielfings and casts Cure Moderate Wounds. Saving himself from being dropped.

Fifth Round: Move into posistion behind tieflings and casts Hold Person on the Ranger to no effect.

Rounds 6-8 The Warpriest scores another 2 hits on the Monk before being piled on my a smite from the paladin and a raging ranger/barbarian.

Conclusion: The Warpriest peformed great as a mini-boss and gave the PCs a few surprises. He was hard hitting and still had a viable defense and had a nice mix of abilities and spells for the fight. An interesting class to say the least.

With a few minor tweaks this class is gold.


I made this with 15 point buy. Its meant to be able to survive and then kill full casters. Helpful advice about its build would be appreciated.

Unbreakable
Male Half-Elf Fighter(Unbreakable) 20
N Medium Humanoid(Elf, Human)
Init: +12; Senses: Darkvision 60ft, Low-Light Vision, Perception +28,

AC: 36
Touch: 24; Flat-footed: 28
HP: 225
Fort: +25, Ref: +22, Will: +22
Defensive Abilities: Unflinching(+5), Stalwart, Unbreakable Mind, Elven Immunities,
Immune: Sleep, Mind-Affecting,

Speed: 30ft
Melee: Luckblade +28/+23/+18/+13/+8 (1d6+8/19-20x2)
Ranged: +5 Seeking Distance Composite Longbow +30 (2) (1d8+26 plus 1d6(elemental)/19-20x3) and +30/+30/+24/+20/+15 (1d8+26 plus 1d6(elemental)/19-20x3) (Many Shot, Rapid Shot, Deadly Aim, Haste) 220ft

Special Attacks: Greater Penetrating Strike,

STR 22, DEX 26, CON 20, INT 10, WIS 22, CHA 8,
Base Attack: +20; CMB: +26; CMD: 44(54 against Disarm)
Feats: Iron Will, Endurance, Diehard, Point Blank Shot, Precise Shot, Deadly Aim, Heroic Recovery(4/Day), Rapid Shot, Manyshot, Heroic Defiance(3/Day), Weapon Focus(Longbow), Improved Iron Will, Lightning Reflexes, Improved Critical(Longbow), Weapon Specialization(Longbow), Improved Initiative, Penetrating Strike, Greater Penetrating, Greater Weapon Specialization(Longbow), Great Fortitude, Improved Great Fortitude,
Skills: Perception +28, Climb+12, Swim +12, Handle Animal +7, Ride +14,
Languages: Common, Elven,
SQ: Quick Recovery, Unlimited Endurance, Miraculous Recovery, Elf Blood, Dual Minded,

Gear: Luckblade(1 Wish), +5 Seeking Distance Composite Longbow(STR +6), Belt of Physical Perfection(+6), Manual of Gainful Exercise(+2), Tome of Understanding(+2), Manual of Bodily Health(+2), Headband of Inspired Wisdom(+6), Cloak of Resistance(+5), Greater Bracers of Archery, (2) Efficent Quiver, Boots of Speed, Ring of Evasion, Hand of Glory, Ring of Delayed Doom(4 charges), Ring of Protection(+5), Dusty Rose Prism Ioun Stone, Lavender and Green Ellipsoid Ioun Stone, (26) +1 Shock Arrow, (26) +1 Flaming Arrow, (24) +1 Frost Arrow, (24) +1 Corrosive Arrow, Celestial Armor, +2 Reflecting Buckler, (5) Potion of Cure Serious Wounds, (5) Potion of Lesser Restoration, Goggles of Night, Locked Gauntlet,


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So i was reading through the rules and i can't seem to understand how a Wizard is supposed to keep up with the other classes when;

1. They get to few feats to be versatile.

2. They lack spells per day thus seem to run out of spells quickly.

3. They don't get enough skill points per level, 2+Int is not alot.

4. Placing spells into spellbooks cost to much.