Danse Macabre

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Lantern Lodge

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Admittedly i have not read the entire thread so i apologize if the following is not entirely relevant or if it has already been addressed.

In D&D there is a ways to "Tank" but it is not one would depict as the norm definition. The ways to "Tank" is primarily through CC and positioning via spells, feats, and the environment it self.

My fighter, level 12, is an archer with the Snap Shot feat chain, Point Blank Master, Pin Down, and the normal slue of archery feats and my friend's Sorcerer, focuses on battle field control spells primarily, have "Tanked" for the party on multiple occasions. 1 of the best examples of this actually happened 2 weeks ago. The party was ambushed in a forest environment scattered with large thick trees on each side of a path used to connect two villages. My friend used a couple casting of wall of stone to funnel the enemies towards a 15ft gap in front of the party. I stood in the dead center of the gap doing what an archer does best being firing upon the enemy as my allies waited with ready actions at each side of me forcing the enemy to close distance to deal with a pesky archer. This also gave my allies an option to retreat behind the wall for cover. The feat choice mentioned above though made it were i have a threat range of 10ft around me while using a bow and provoking no attacks of opportunity when firing a bow with me in melee range along with the ability to stop enemies from taking 5ft steps and withdraw actions. In short sorcerer spells forced enemies to go after a certain target while cutting them off. While the fighter feats forced the enemies to stay in combat with the fighter.

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Jeeves or Bob.

Jeeves, being his wish to serve his master to the very end, decided to become a Lich.

Bob, tired of people not noticing him because of his absolute plainness, vowed to make all look upon him, or at least glance over his way, and became a Lich.

Lantern Lodge

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I agree with Helaman. If your dealing with some one as childish as that, and obviously a few screws loose, expect the worst. If he is gonna cause trouble in a game be sure to expect trouble in real life.

Lantern Lodge

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Personally i enjoy an Aasimar Sorcerer 1 / Paladin 2 / EK x because of how well they mesh along with no need for a spell book.

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A reach bard with the Goblin feat Lead From the Back and Spear Dancing makes for a decent buffer/bruiser especially if you want to invest into Whirlwind attack.

If you dont mind the RP, and can actualy handle it, paladin is a personal favorite that does good dmg with nice self sustain. Be a Tiefling with ur 1st feat as Fey Fondling followed by Power Attack and Furious Focus and you will be set. Swift cast LoH + Tiefling bonus + Fey Fondling = amazing in combat self sustain.

Lantern Lodge

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Here is a whip rogue i made and played a while back to level 19. I made it primarily because my friend was complaining about how weak the Rogue is and being a waste to the party. This character is a face character, does decent dpr when there are multiple enemies, does some minor debuffing, can sneak attack almost every round, and has ac comparable to tanks in plate.

-Race / Class-
Half - Elf / Fighter - Lore Warden, Rogue - Thug

-Stats (20 pt)-
STR 28 (Base 15)(+2 racial)(+5 leveling)(+6 item)
DEX 20 (Base 14)(+6 item)
CON 16 (Base 10)
INT 08 (Base 13)
WIS 10 (Base 10)
CHA 20 (Base 14)(+6 item)

AC 41 (+ an addition 4 from combat expertise and an additional 5 from defending for a total of 50, also + 10 more from Offensive Defensive)
Touch 21
Flat - Footed 30

-Class / Feats-
R01 EWP Whip, Dodge
R02 Talent Weapon Training (Weapon Focus Whip)
R03 Whip Mastery
R04 Talent Offensive Defense
F05 Mobility, Spring Attack
F06 Combat Expertise, Whirlwind Attack
R07 Dazzling Display
R08 Talent Strong Impression (Intimidating Prowess)
R09 Shatter Defenses
R10 Talent Combat Trick (Lunge)
R11 Skill Focus Intimidate
R12 A Talent Improved Evasion
R13 Persuasive
R14 A Talent Entanglement of Blades
R15 Improved Feint
R16 A Talent Feat (Greater Feint)
R17 Skill Focus Bluff
R18 A Talent Skill Mastery
R19 Deceitful
R20 A Talent (w/e u want)

Traits = Bully, Defensive Strategist

-Gear-
+5 Defending Holy Ghost Touch Whip
+5 Mithril Chain Shirt
+5 Shield Cloak
+5 Ring of Protection
+5 Natural Armor Necklace
Dusty Rose Prism (Ioun Stone)
Belt of Physical Might (Str/Dex)
Headband of Alluring Charisma

-Misc-
Character performs a full-round action intimidate to demoralize all enemy targets within a 30ft radius then proceeds to attack with Whirlwind Lunge Attacks that apply Offensive Defense upon all targets or Entanglement of Blades depending on situation. For single targets move action with a whip attack or full-round action intimidate with full attack next round. Intimidate at cap level is d20+48 (20 ranks +3 trained + 6 skill focus + 4 Persuasive +5 Cha +9 Str +1 trait) and bluff is d20+38 (20 ranks +3 trained + 6 skill focus + 4 Deceitful +5 Cha).

IMO this has been the best and most fun Rogue ive ever built.

Lantern Lodge

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Hihi. Its been a while since ive been on these forms and will admit i have not ready any post excluding the OP. Here is a whip rogue i made and played a while back to level 19. I made it primarily because my friend was complaining about how weak the Rogue is and being a waste to the party. This character is a face character, does decent dpr when there are multiple enemies, does some minor debuffing, can sneak attack almost every round, and has ac comparable to tanks in plate.

-Race / Class-
Half - Elf / Fighter - Lore Warden, Rogue - Thug

-Stats (20 pt)-
STR 28 (Base 15)(+2 racial)(+5 leveling)(+6 item)
DEX 20 (Base 14)(+6 item)
CON 16 (Base 10)
INT 08 (Base 13)
WIS 10 (Base 10)
CHA 20 (Base 14)(+6 item)

AC 41 (+ an addition 4 from combat expertise and an additional 5 from defending for a total of 50, also + 10 more from Offensive Defensive)
Touch 21
Flat - Footed 30

-Class / Feats-
R01 EWP Whip, Dodge
R02 Talent Weapon Training (Weapon Focus Whip)
R03 Whip Mastery
R04 Talent Offensive Defense
F05 Mobility, Spring Attack
F06 Combat Expertise, Whirlwind Attack
R07 Dazzling Display
R08 Talent Strong Impression (Intimidating Prowess)
R09 Shatter Defenses
R10 Talent Combat Trick (Lunge)
R11 Skill Focus Intimidate
R12 A Talent Improved Evasion
R13 Persuasive
R14 A Talent Entanglement of Blades
R15 Improved Feint
R16 A Talent Feat (Greater Feint)
R17 Skill Focus Bluff
R18 A Talent Skill Mastery
R19 Deceitful
R20 A Talent (w/e u want)

Traits = Bully, Defensive Strategist

-Gear-
+5 Defending Holy Ghost Touch Whip
+5 Mithril Chain Shirt
+5 Shield Cloak
+5 Ring of Protection
+5 Natural Armor Necklace
Dusty Rose Prism (Ioun Stone)
Belt of Physical Might (Str/Dex)
Headband of Alluring Charisma

-Misc-
Character performs a full-round action intimidate to demoralize all enemy targets within a 30ft radius then proceeds to attack with Whirlwind Lunge Attacks that apply Offensive Defense upon all targets or Entanglement of Blades depending on situation. For single targets move action with a whip attack or full-round action intimidate with full attack next round. Intimidate at cap level is d20+48 (20 ranks +3 trained + 6 skill focus + 4 Persuasive +5 Cha +9 Str +1 trait) and bluff is d20+38 (20 ranks +3 trained + 6 skill focus + 4 Deceitful +5 Cha).

If you are interested in other builds of mine they can be found below.
http://paizo.com/threads/rzs2phof?Builds-for-high-levels

Lantern Lodge

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Tell him that the same penalties are imposed on all including the enemy. If he scoffs at that tell him to suck an egg and play some thing else because that how the rules are.

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meatrace wrote:
Insufferable Smartypants is basically 100% wrong on all counts. Just ignore his post.

Agreed

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He built his character for a specific reason and task. Let him enjoy him self, especially since its a rogue one of the must under powered classes. Also if you create encounters specifically to counter him over and over it will look like you are picking on him, which it is. Also he would have more reason to get hide in plain sight abilities, like i did on my rogue, were he could stealth, with out penalty, in bright, normal, and dim light with out cover and fly in the air.

Lantern Lodge

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When it comes to Feint Builds Bluff is a necessity. Also i strongly advise that the character picks up the Scout and Knife Master archetypes. This will allow him to get SA off when ever he charges.

01 Skill Focus Bluff, Combat Expertise
02 RT Finesse Rogue (Weapon Finesse)
03 Two-Weapon Fighting
04 RT Bleeding Attack
05 Piranha Strike
06 RT Weapon Training (Weapon Focus (Dagger))
07 Two-Weapon Feint
08 RT Combat Trick (Improved Two-Weapon Fighting)
09 Improved Two-Weapon Feint
10 RT Minor Magic (1 level 0 Sorcerer/Wizard Spell)
11 Arcane Strike
12 ART Improved Evasion
13 Deceitful
14 ART
15 Greater Two-Weapon Fighting
16 ART
17
18 ART
19
20 ART

RT = Rogue Talent
ART = Advance Rogue Talent

Lantern Lodge

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I had a Str Wizard back in 3.5 that used the 3.5 version of Arcane Strike (+1 to hit and +1d4 per spell slot sacrificed to all melee attacks) and Improvised Weapons to 2hand my spell book across enemy's faces. Was a fun character and gave me some thing to do with the books other than read from them once a day and hope that they would not get stolen.

Lantern Lodge

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I have only been taxed in 3.5 and it did not end well for the collecter or the nation that tried. No one messes with a True Necromancer Wizard with the Necrotic Cyst spells and the ability to create hordes of Undead. I paid my tax and scryed it. Then proceeded to raze every town that the tax guy went through and made every one of them villagers uncontrolled 2hd undead that blow up in d6 negative energy when killed. The DM and no DM after that ever taxed any of my characters after that. Best part is that when i made my paladin in the same game world i hunted down my own necromancer since it became the new BBEG of the game.

Lantern Lodge

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Well im not gonna try to talk u out of or into what you are gonna do since that is truely up to you and you alone. I will post the following Synthesis Summoner build since u want a powerful cheese build able to solo. You will have some problems with Banishment unless you are lucky but that wont come in for a long time. Enjoy.

-Race / Class-
Half - Elf / Summoner (Synthesist), Paladin 2, Monk 1

-Stats with out Eidolon (25 point buy)-
STR 07 (+6 item)(-6 age) = 07
DEX 07 (+6 item)(-6 age) = 07
CON 10 (-6 age) = 04
INT 13 (+3 age) = 16
WIS 17 (+6 item)(+3 age) = 26
CHA 18 (+2 racial)(+3 age)(+5 leveling)(+6 item) = 34

-Saves with out Eidolon-
Fort = 28
Reflex = 25
Will = 40

AC = 36
Touch = 23
Flat - Foot = 28

-Stats with Eidolon-
STR 29
DEX 28
CON 13
INT 16
WIS 26
CHA 34

-Saves with Eidolon-
Fort = 32
Reflex = 37
Will = 44

AC = 72 (76 with combat expertise)
Touch = 31
Flat - Foot = 58

-Eidolon Abilities-
Base - Darkvision, Evasion, Improved Evasion, Devotion, Multiattack
Form - Biped - claws, limbs (arms), limbs (legs)
Claws (x2)
limbs (arms) (x2)
Immunity (acid, cold, electricity, fire, and sonic)
Spell Resistance (28)
Flight Su (30ft)
Improved Natural Armor (8)
Improved Damage (claws)

-Class / Feat Progression-
M 01 Dodge, Skill Focus Perception, Toughness
P O2
P 03 Combat Expertise
S 04
S 05 Extra Evolution
S 06
S 07 Combat Reflexes
S 08
S 09 Extra Evolution
S 10
S 11 Vigilant Eidolon
S 12
S 13 Extra Evolution
S 14
S 15 (insert feat here)
S 16
S 17 (insert feat here)
S 18
S 19 Extra Evolution
S 20

-Gear-
Bracers of Armor
Ring of Protection
Ring of Forcefangs
Cloak of Resistance
Amulet of Natural Armor
Headband of Mental Prowess (wis and cha)
Belt of Physical Might (str and dex)

High saves, immunities to all spell damage but positive / negative and force, and spell resistance.

Lantern Lodge

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Gwen Smith wrote:

I second Kirin Style--very Lore Warden appropriate.

The other option to boost your AC is Snapping Turtle Style. Since it also requires one hand free, it compliments the Dervish Dancer nicely.

If you want to do more damage, consider Piranha Strike (the dexterity-based version of Power Attack). As you move up the fighter chain, you can get Greater Weapon Focus and Greater Weapon Specialization, too.

Another possibility is Butterfly's Sting: when you score a critical hit, you can let another character do the damage. Very nice if you have a Keen weapon or Improved Critical.

Are you considering prestige classes at all? Dervish Dancer/Lore Warden is a great lead in for the Duelist prestige class.

Since you have Combat Expertise and a high Int, you can look at the maneuver list: Agile Maneuvers combined with and Improved Disarm can be kind of fun. (Nothing like the look on the bad guy's face when you disarm that potion he was counting on!) Combat Reflexes, Step Up, Disruptive: these are all good ways to contribute tactically to the party without doing damage.

Love was thinking the same thing as u when i posted. Also i was considering mentioning Piranha strike but it does not work because the Scimitar is not a light weapon sadly.

Lantern Lodge

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Go check out the Kirin Style feat chain. It seems like it would complement ur character concept and make use of the extra skill points u get from Lore Warden.

Lantern Lodge

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Here is the tank build i built and used a while back. It was fun and for the most part forced enemies to focus on them or literally spend a ove action to move around there threaten area. Best part of the build is its attack mitigation and ability to pump a friend's ac.

-Race-
Human

-Classes-
Fighter (Lore Warden) 14/ Monk (Monk of the Four Winds / Monk of the Sacred Mountain) 2/ Ranger (Weapon and Shield) 2/ Rogue 2

-Stats-
STR 14 (+6 magic item) = 20
DEX 16 (+4 leveling)(+6 magic item) = 26
CON 15 (+2 racial)(+1 leveling) = 18
INT 14
WIS 10
CHA 08

-Saves-
fort 22
ref 22
will 13

ac 47 (+5 combat expertise)(+3 fighting defensively) = 55
touch 24 (+5 combat expertise)(+3 fighting defensively) = 32
flat-footed 29

to hit with unarmed attacks with weapon finesse 26 (-4 combat expertise)(-1 fighting defensively) = 21

-Traits-
Threatening Defender

-Feat / Level Progression-
Ra01) Combat Reflexes, Stand Still
Ra02) Shield Focus
M 03) Elemental Fist, Dodge, Crane Style
M 04) Toughness, Deflect Arrows
F 05) Weapon Focus Unarmed Strike, Missile Shield
F 06) Combat Expertise, Weapon Finesse
F 07) Crane Wing
F 08) Saving Shield
F 09) Bodyguard
F 10) Crane Riposte
F 11) Draconic Defender
F 12) Greater Shield Focus
F 13) Disruptive
F 14) Spellbreaker
F 15) Pin Down
F 16) Ray Shield
F 17) Mobility
F 18) Spring Attack
Ro19) Whirlwind Attack
Ro20) Talent - Combat Trick (Weapon Specialization Unarmed Strike)

-Magic Gear-
Bracers of Armor(+8)
Mithril Heavy Shield (+5 Arrow Catching, Arrow Deflection)
Ring of Protection (+5)
Ring of Regeneration
Amulet of Natural Armor(+5)
Belt of Physical Might (+6 str / +6 dex)
Cloak of Resistance (+5)

-Tanking Method-
Fight with caster standing behind u since any thing that enters ur threaten area will not be able to exit ur threaten are via Stand Still and Pin Down as well all incoming missile attacks would veer towards u via Arrow Catching. When making an attack action fight defensively and use combat expertise to up personal ac and grant 1 adjacent party member a natural armor bonus equal to the dodge bonus from combat expertise and fighting defensively via Draconic Defender. Use AoO to grant aid another ac to an adjacent party member via Bodyguard and an immediate action grant shield bonus via Saving Shield. Negate 1 melee attack, 1 ranged spell attack, and 3 ranged missile attacks a round via Crane Wing, Ray Shield, Deflect Arrows, Missile Shield, and Arrow Deflection.

Lantern Lodge

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Here is a build i made a while back so u can get an idea of a few things that the archer focused fighter would need or like to have.

-Race-
Human

-Class-
Fighter (Weapon Master)

-Stats 20pb-
STR 16 (+2 racial)(+2 leveling) = 20
DEX 16 (+2 leveling)(+6 item) = 24
CON 10
INT 14
WIS 09
CHA 07

-Feats-
01 Point-Blank Shot, Precise Shot, Weapon Focus Composite Longbow
02 Deadly Aim
03 Rapid Shot
04 Weapon Specialization
05 Point Blank Master
06 Manyshot
07 Clustered Shots
08 Greater Weapon Focus
09 Snap Shot
10 Improved Snap Shot
11 Combat Reflexes
12 Pin Down
13 Greater Weapon Specialization
14 Hammer the Gap
15 Penetrating Strike
16 Greater Penetrating Strike
17 Vital Strike
18 Improved Vital Strike
19 Greater Vital Strike
20 Bullseye Shot

-Method-
Clustered Shots and Penetrating shot makes DR apply to the total damage from full round attacks and reduced that DR by 5/10. Snap Shot gives the ability to perform AoO and Pin Down makes it were withdraw actions and 5ft steps provoke and will force enemies that get into melee to stay in melee when needed. Vital Strike chain and Bullseye Shot ar to make use of the Weapon Master's Unstoppable Strike when forced to make only standard action attacks or when facing an enemy that's ac is so high that only one attack will hit. Unstoppable Strike btw ignores DR and hardness anf hits Touch AC.

Lantern Lodge

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I can relate to some of ur pain as an old AD&D player loyal for these past 35 some odd years. What helps me is taking a break for a bit and try to relax as best as possible. When my mind is clear i like to think back to some of the adventure i played in and hosted from my glory years and let that inspire me.

Btw i too have a running game that has been going on for about 25 years that i get to play on a monthly bases. It helps that there is space travel in the game so when i have a some what crazy idea i jot it down and dedicate an entire world to it for my players to explore and elaborate on. The game is real sandbox with the players doing most of the leading and me, as DM, just setting up the bones sorta speak.

Also some times playing a game that is not all that serious can be a fun once in a while thing to lighten up game play.

Lantern Lodge

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A Fighter with the Two-Weapon Warrior archetype imho is the best way to go because of the number off attacks u can get off. Other wise a Rogue with the Knife Master and Scout archetype using the two-weapon feint feat is amazing. Also a Sword and Board Fighter makes a great two-weapon fighter since shields do count as weapons and there is a feat that makes it were u dont take the twf penalties. The following character is an mof this that i have played to high levels.

Human
Fighter (Weapon Master Scimitar)

-Stats-
STR 14 (+4 Leveling)(+6 Magic item)
DEX 17 (+2 Racial)(+1 Leveling)
CON 11
INT 14
WIS 10
CHA 07

-Feats-
01 Two-Weapon Fighting, Improved Shield Bash, Weapon Focus Scimitar
02 Combat Expertise
03 Power Attack
04 Weapon Specialization Scimitar
05 Improved Sunder
06 Greater Sunder
07 Improved Two-Weapon Fighting
08 Improved Critical
09 Critical Focus
10 Shield Slam
11 Shield Master
12 Bashing Finish
13 Greater Two-Weapon Fighting
14 Sundering Strike
15 Tiring Critical
16 Exhausting Critical
17 Sickening Critical
18 Critical Mastery
19 Greater Weapon Focus Scimitar
20 Greater Weapon Specialization Scimitar

-Method-
Use a Heavy Spiked Shield enchanted with +4 for defense and enchanted with Bashing, Holy, and Speed for offense so when u are shield bashing ur shield counts as a +5 holy weapon that does 1d10+str that also does not take the two-weapon fighting penalty and keeping shield bonus to AC. When ever u score a crit with ur Scimitar, on a 15-20 dice roll, u get a free shield bash and sunder while also giving the target the Exhausted and Sickened condition. Scimitar should also be enchanted with Speed to give u 5 attempts to get a free shield bash on those crits. If ur lucky u can get 14 attacks in a single round.

Lantern Lodge

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I dont get the whole rewind scenario. Actions that take place in the game should stay and let them reap there rewards or punishment for there actions. In a game ive been hosting for 24 years the last party failed a sense motive check and helped the evil wizard with out noticing it. the found out later and did nothing about it after 1 month of in game time the entire dwarven capital collapsed in on it self from high explosives and with it along with the dwarven population. Thanks to them dwarvens are no longer a player race in my game since those that survived ar literally excavating the site for the crown of the dwarven king in order for that one dwarf can lead over all other dwarfs. Another time one of my players killed a little girl that was one of the main story arcs for the game with out any questioning of the girls actions before hand. I had that player go through a trial and was convected of murder and had him beheaded as was the punishment of any murderer. The ironic part of this is when they were level 3 they even witnessed a beheading for the crime of murder that they were looking into for the premus of that story arc. *sigh* I swear, to think this group can call them selves "heroes" is a mockery of the word hero. Point being if they screw up let them get what they deserve. There are a few saying out there that i play by that are suiting to this. Let the dice roll as they may, KISS (Keep it Simple Stupid), and dont touch the lever u moron (button works to if it is not a lever, like wise for candle(dont ask)).

Lantern Lodge

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Check out the False Focus feat and the archetype Cruoromancer for wizards. The trick to playing a minion necro is not to have horde of undead with u at all times but to have 2-4 very big things that ur enemy possessed to send back at them. The last time i did this was with Storm Giants the BBEG had guarding his area. Those things hit hard and the BBEG and every thing up to him did not like what i did.

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Since there is no list of abilities known ill go off my knowledge of both monk and rogue and say relatively equal parts dex and wis utilizing the 2weapon feat chain along with crane style.

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blackbloodtroll wrote:
I will not play in any game with Kender.

I was young and not as wise enough back then to hear the words of others when it came to the race and that class. I thought back then "there is no way they would creat a race and class as horable as those." Then it happened both race and class on the same character played by a neckbeared with an obsession of children that bordered on the criminal. WARNING: If any of u come across a person that wants to play KENDER step away slowly to a safe distance of 10ft then run. U will thank me in the morning for saving u 2-6 hours of ur life.

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Personally id minimize the stats needed as best as possible. Id go Oracle (Nature/Legalistic) 1/ Paladin 2/ Ranger (Natural Attacks) 2/ Monk (MoMs) 2/ Dragon Disciple rest of the way with Angel-Blooded Aasimar as the race for a +2 str and cha.The revelation from Oracle's Nature mystery being Nature’s Whispers to use cha instead of dex for calculating CMD and AC. Pick up the Noble Scion: Scion of War feat to use cha instead of dex for initiative. With that stated u will be using ur Cha for ac, cmd, init, and adding it to all saves.

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Say fine and in the 1st adventure have he character killed. Did the same thing to a party member that wanted to play a Kender in 1 of my games. If the person in question does not except ur answer of no with the politeness of actually giving a reason then just kill off the character. If it persist kick him/her out of ur game.

Lantern Lodge

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Tell him to get a decent cha and pick up the Eldrich Heritage feats for what ever Sorcerer Bloodline he wants. Other than that and being of a specific race there is no way to get spell-like abilities as a fighter by RAW with out multi classing into some thing that does get it.

If he is willing to play a Rogue then he could get spell-like abilities from Rogue Talents.

If this is a House game though u can all ways house rule those feats into exsistance btw. The people i play with in there house games and my own use all 3e/3.5 books along side pathfinder using pathfinder rules superseding those of 3.5. Also our games go well beyond level 20 giving caps of only allowing 3 classes and 3 PrCs to a single character that is not human, humans get 4 of each. We also instated the old 2e class chart and implemented that as limiter on what classes u can multi class into. An example is that u can be both a fighter and paladin since fighter is a martial class and paladin is both a martial and divine class but u cant be both a fighter and a barbarian since both are only martial classes.

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Btw my finished build for the character is as follows if u want to use it as a bases of thought for the character if it gets beyond level 12.

-Race-
Human

-Class-
Fighter (Weapon Master)

-Stats 20pb-
STR 16 (+2 racial)(+2 leveling) = 20
DEX 16 (+2 leveling)(+6 item) = 24
CON 10
INT 14
WIS 09
CHA 07

-Feats-
01 Point-Blank Shot, Precise Shot, Weapon Focus Composite Longbow
02 Deadly Aim
03 Rapid Shot
04 Weapon Specialization
05 Point Blank Master
06 Manyshot
07 Clustered Shots
08 Greater Weapon Focus
09 Snap Shot
10 Improved Snap Shot
11 Combat Reflexes
12 Pin Down
13 Greater Weapon Specialization
14 Hammer the Gap
15 Penetrating Strike
16 Greater Penetrating Strike
17 Vital Strike
18 Improved Vital Strike
19 Greater Vital Strike
20 Bullseye Shot

-Method-
Clustered Shots and Penetrating shot makes DR apply to the total damage from full round attacks and reduced that DR by 5/10. Snap Shot gives the ability to perform AoO and Pin Down makes it were withdraw actions and 5ft steps provoke and will force enemies that get into melee to stay in melee when needed. Vital Strike chain and Bullseye Shot ar to make use of the Weapon Master's Unstoppable Strike when forced to make only standard action attacks or when facing an enemy that's ac is so high that only one attack will hit. Unstoppable Strike btw ignores DR and hardness anf hits Touch AC.

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Drop cleave it is a trap trust me. Other than that it looks goo to me. A decent feat to consider for what u want might be Shield Focus for an extra ac point.

Also since u probably have not considered it what do u think about two-weapon paladin. There is an enchant called defending that u could put on one of ur weapons that converts it enhancement points to AC. So u could convert the +5 offense on the weapon to defense once u get it later on. Going this wrought though could b very feat intensive but smiting with 2 weapons would be awesome.

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The post is a bit long but its my 2 copper if u want to read it or not.

In concerns of the Imp i like it. As a DM u did a great job with it. The oracle playing LN also has done a great job and is playing the character quite well. Its quite hard to play a true LN. The fighter i have concerns about.

It probably comes from experience but there are ways to play a good character along side evil ones even if its a paladin, thankfully though in this case its a fighter. As a long time player and dm of 35+ years there are many ways to go about playing good. Fighter here has chosen all evil should die being the most common and most frond upon. A true good aligned character should only harm those that do evil not those that are evil for being evil. Example will u as a good aligned character kill the guy who stole some money or will u try to help the guy to see the error of his ways. There are multiple ways to "kill" evil. The best, admittedly the hardest, is to convert. If u can convert one who is evil to not being so then there is less evil in the world and another soul saved from the damnation of the 9 hells. U kill evil with sword u did not lesson the amount of evil but instead just sent it some were else.

If u read up a bit on the history of D&D u will come to the demon/devil war. Reading up on the war u will notice that those of heaven aid both sides of the war. Since the Good outsiders know once one side wins they them selves will be with war with the victors literally the following day. Do those creatures count as evil since they are helping evil beings? No because they do it for the greater good.

The fighter should be willing to work with the evil imp as a good character trying to convert it as well by teaching it by example and partial lecture of what is and is not acceptable. Then if it gets out of line kill it. But the fighter should not kill it for its nature, it cant help that it is what it is, but instead pass judgment on it for its actions and keep close eye on it because of its nature. Punish and reward should be determined on action. If not then the fighter is no better than a murder.

Most people who play good that interact with evil kills evil on sight with out a second thought, especially paladins with there detect evil. Those players i ding there alignment since no honest good person would turn to the blade 1st. They would turn to word 1st. There of course are exceptions like witnessing some1 kill another sentient being in front of them.

An example of a creature that abides by its nature and is often persevered as evil is goblins. When i played a paladin back in 3.0 one of the 1st adventures i played in we encounter a tribe of goblins. I convinced my party not to attack the goblins and let me go in alone. I brought them offerings of meat, showed i was of no threat and brought back a capture goblin from town who taught me how to speak roughly goblin. I after some weeks of game time got them a reservation were they could raise and tend to life stock for consumption and brought an ounce of civility to them. The town being attacked was happy since goblins are no longer a threat, goblins are happy since they have steady food supply and are not dead, players are happy because we got awarded xp, im happy because i got awarded more xp for RPing, and DM is happy because we took on the challenge in an unexpected way and further rewarded us by allowing goblin to be a player race since word of them traveled fast.

In short talk to ur fighter and mention that good is not black and white and all souls are worth saving and should be tried to be saved even the most vile. If the imp in question shows no sign of it relinquishing its evil ways then take action as see fit but at least give it a chance to prove its merit.

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All of the above but force him to romance the Bird first for lols.

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@lemeres
I am very fond of Whips. I made and played a rogue using whips and it was extremely fun. Add in the whirlwind feat chain with lunge and the intimidating feats and u have ur self a decent 20ft radius 1d4 attack + SA attack every round. Same can be done with a Vivisectionist and maybe even better do to discoveries like Enhance, Extend, and Eternal Potion along with Great/Grand/True Mutegen giving u a decent stat increase. Though with such character id highly suggest Bramble Brewer and flavor the whip as a vine for when u mutate out.

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Sic_Pixie wrote:

My advice is don’t be too effective.

Our party went up against a black dragon a bit older than yours. I was quite happily blasting away with force orbs and summoned Giant Stag Beetles when the dragon realized I was causing it more damage than anything else.

Despite my protestations that I was out of spells the Dragon took offense and took the attacks of opportunity lumbering over to my wizard and tearing him in half.

So lesson learnt; when fighting something that can turn you into a small bloody puddle in one round; don’t outperform the front line otherwise you will become it.

Sic

Hence Fly / Elemental Body Air with Invisibility. If things start to go nasty u get a flying. Ive played this game for a long time and there is no shame in running away once u have served ur use and there is nothing u can do but that. Also no shame in running when u encounter a target that is definitely more powerful than u and the party. A few rules i live by when playing. Attack to kill, Defend to protect those dear, Run to fight another day.

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@blackbloodtroll
Though if its my GF doing that to me at the table i would not mind because that will lead to a smile on my face. The rest of the table would probably be pissed though for many a reason lol. But stuff like that should be kept in the bedroom, bathroom, living room sofa, and kitchen counters and maybe inside or ontop of the car XD

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use a Falchion and focus a bit on crits and it will be even more smexy especially if u get the feat that allows u to trip when u crit and the crit feats that allow u to sicken and exhaust the target. Also for Archetype i would strongly advise Lore Warden since it gets a bonus +8 to all CMB and CMD checks.
Another wrought u can take is the Scorpion Whip wrought which is a lot better on tripping and will give u a reach of 15ft, 20ft if using Lunge, while threatening 10ft with the whip instead of none. Also Lung + Whirlwind + whip = 20ft radius aoe attack at full bab. Just a thought XD.

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Nation Prophetic wrote:
Whale_Cancer wrote:
Dip into sorcerer level some sort of primal/giant connected bloodline. Reduce person.

Illiteracy: A true primitive cannot read or write, and her superstition about such things leads her to refuse to ever learn to read or write, even if she multiclasses into other classes.

Can't read the blasted spells.

Picture book ftw XD

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Human
N Cleric Crusader
Strength (Ferocity) Domain

Str 15 (+4 leveling)(+6 item)(+5 tome) =30
Dex 12
Con 12
Int 8
Wis 16 (+2 racial)(+1 leveling)(+6 item) =25
Cha 10

20 pt buy

Traits: Reactionary (+2 Init)

Feats:
01 Heavy Armor Prof, Martial Weapon Prof Greatsword Power Attack
03 Furuios Focus
05 Weapon Focus: Greatsword, Dazzling Display
07 Cornugon Smash
09 Vital Strike
10 Weapon Specialization: Greatsword
11 Shatter Defenses
13 Intimidating Prowess
15 Greater Weapon Focus: Greatsword, Improved Vital Strike
17 Devastating Strike
19 Channel Smite
20 Greater Weapon Spec: Greatsword

U will want a Greatsword enchanted with Spell Storing. Domain will allow u to up ur str by 20 and add an additional 10 damage to ur attack. Vital Strike will make the great sword do 6d6 damage and Devastating Strike grants an additional +2 per vital strike feat u have for a total of +4. Channel Smite will allow u to channel ur positive or negative energy, since u would be neutral, into ur weapon for an additional 10d6 damage. The Spell Storing Greatsword should be charged with the Harm spell when ever possible unless fighting undead in which case the heal spell for a nice 150 points of damage. In total on average the character should push a nice 254 damage on a single target with 1 attack.

Also tact for this character would be intimidate, which adds str to cha for roll via Intimidating Prowess, any thing it hits with power attack via Cornugon Smash and make them flat footed on top of normal shaken debuff.

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Golems are cool but too costly and are ore for the dm to set up as guards more or less. If u want the best bang for ur gold id go with constructs. There practically the same with some key differences. 1 major difference is cost. It cost a lot less to have constructs then it does golems and unlike golems dont have a particular weakness or strength against spells depending on how u set it up. This btw should only be done with a wizard since they get the needed feats to pull this off and since they have such a large repertoire of spells they can use the spells needed to craft them then next day get on with the spells they use for adventuring.

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-Race / Class-
Half - Elf / Summoner (Synthesist), Paladin 2, Monk 1

-Stats with out Eidolon (25 point buy)-
STR 07 (+6 item)(-6 age) = 07
DEX 07 (+6 item)(-6 age) = 07
CON 10 (-6 age) = 04
INT 13 (+3 age) = 16
WIS 17 (+6 item)(+3 age) = 26
CHA 18 (+2 racial)(+3 age)(+5 leveling)(+6 item) = 34

-Saves with out Eidolon-
Fort = 28
Reflex = 25
Will = 40

AC = 36
Touch = 23
Flat - Foot = 28

-Stats with Eidolon-
STR 29
DEX 28
CON 13
INT 16
WIS 26
CHA 34

-Saves with Eidolon-
Fort = 32
Reflex = 37
Will = 44

AC = 72 (76 with combat expertise)
Touch = 31
Flat - Foot = 58

-Eidolon Abilities-
Base - Darkvision, Evasion, Improved Evasion, Devotion, Multiattack
Form - Biped - claws, limbs (arms), limbs (legs)
Claws (x2)
limbs (arms) (x2)
Immunity (acid, cold, electricity, fire, and sonic)
Spell Resistance (28)
Flight Su (30ft)
Improved Natural Armor (8)
Improved Damage (claws)

-Class / Feat Progression-
M 01 Dodge, Skill Focus Perception, Toughness
P O2
P 03 Combat Expertise
S 04
S 05 Extra Evolution
S 06
S 07 Combat Reflexes
S 08
S 09 Extra Evolution
S 10
S 11 Vigilant Eidolon
S 12
S 13 Extra Evolution
S 14
S 15 (insert feat here)
S 16
S 17 (insert feat here)
S 18
S 19 Extra Evolution
S 20

-Gear-
Bracers of Armor
Ring of Protection
Ring of Forcefangs
Cloak of Resistance
Amulet of Natural Armor
Headband of Mental Prowess (wis and cha)
Belt of Physical Might (str and dex)

High saves, immunities to all spell damage but positive / negative and force, and spell resistance. Here is ur mage killer if there ever was 1.

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@Sangalor

FAQ/Errata
If I have Weapon Finesse, can I apply my Dex bonus to my combat maneuver checks instead of my Strength bonus??
It depends on what combat maneuver you're attempting. Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver, and therefore the weapon’s bonuses apply to the roll. Therefore, if you're attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).
The Agile Maneuvers feat applies to all combat maneuvers, not just disarm, sunder, and trip, so it is still a useful option for a Dex-based creature that uses combat maneuvers.

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Talk about trying to chose the the most sparkly turd lol. Id have to go with the CN Cleric because the LN one if RPed correctly will hold to the law by the letter. A true LN would have his own mother held on contempt if the law stipulated for J-walking. In concerns of the group a LN would have procedures out the wazoo and all that. Not to mention the LN would sell out the party in a heart beat if the party does any thing against the law in any means. The CN would be playing pranks and not be all that reliable but at least he wont be a stickler of the rules of the land and since its a cleric its religion as well.

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The following is a level 20 build for summoner that can literally fight butt naked with out any items and makes a great tank.

Race: Half Elf
Class: Summoner (Synthesist Archetype)
Stats: Str = 10
Dex = 10
Con = 17 with racial modifier
Int = 13
Wis = 14
Cha = 14
when leveling add 3 to con and 2 to cha
take the Half Elf Favored Class Option for Summoner
Eidolon's base form Aquatic
Powers obtained via Eidolon = -Fast Healing x4
-Natural Armor x5
-Limbs x3
-Claws x3
-All 5 immunities
Feats = -Extra Evolution x5
-Toughness
-Dodge
-Combat Expertise
-Combat Reflexes
-Resilient Eidolon

this build with no items magical or other wise gives the following statistics at lv 20 when infused with your Eidolon:

Heath = 320 with out Eidolon and 485 when fused with it
Immunity to all damage excluding force, physical, positive and negative
Fast Healing 4
7 attacks a round at full bab each (15)
AC = 51 with out Combat Expertise and 56 with Combat Expertise
Self Healing via Class spell list

i ay be a tad off on math and health is if all the hd are at max

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Here is the deal a LE character is nothing to threat over, personally id rather have the a player that is LE then 1 that is LG. LE characters are those that lie by telling the truth but not telling the entire truth just what they want u to hear and stay true to the word that is given. Hell in a game i use to play as a paladin my best friend in game was a LE Cleric. Though 1 would think how it is pretty simple. He never lied to me 1ce in character, he never betrayed his word, and he help others. All these acts look all fine and dandy even good like u would say but it is and it is not. True he never lied to me but he never told me the whole truth. He was true to his word like when he stated to me 1ce that he would save the captives if i stay and fight the bad guy to buy him some time. He went and saved the captives like he said but he slaughtered his way through and released the devil down there that he knew was there but did not tell me about 1st. Heck he even 1ce saved a child from falling down off a cliff side instead of going after the sack of gold that fell at the same time. He later of course went back for the gold as i delivered the poor boy to his parents. So in all my point is LE does not mean f#&k party. If the player goes about it the right way and u role play ur character with info that ur character knows not what the player knows then things can go smoothly and can be very fun. Remember that though 1 may be evil is not reason enough to judge 1 for evil it self but for 1 to be judged for the evil 1 commits. Meaning though u might know that he is evil to the core is not reason enough to judge him but instead judge him based on his actions. Even those that are evil can still do good though when they do so its usaly to further there own dark ambitions and the good they do is but a means to an end never the less its a good deed that has been done.

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If EK is ur main shtick then i suggest 4 levels fighter, 6 sorcerer, and 10 Ek. The reason for the 4 levels of fighter so u can qualify for Critical Mastery. For feats get Critical Mastery, Critical Focus, Sickening Critical, Exhausting Critical, Tiring Critical, Improved Critical, Weapon Finesse, Dervish Dance, Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Skill Focus, Eldritch Heritage, Improved Eldritch Heritage, and Greater Eldritch Heritage. Using the Heritage feats u can buy bloodline special abilities. The rest of the feats is to make ur crits insane. Ur crits will give the sicken condition as well as the exhausted condition along with being able to do weapon crit damage and EK's special ability of casting a spell as a swift action when u crit. With a crit of 15+ on a d20 this should be occurring very often.

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If EK is ur main shtick then i suggest 4 levels fighter, 6 sorcerer, and 10 Ek. The reason for the 4 levels of fighter so u can qualify for Critical Mastery. For feats get Critical Mastery, Critical Focus, Sickening Critical, Exhausting Critical, Tiring Critical, Improved Critical, Weapon Finesse, Dervish Dance, Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Skill Focus, Eldritch Heritage, Improved Eldritch Heritage, and Greater Eldritch Heritage. Using the Heritage feats u can buy bloodline special abilities. The rest of the feats is to make ur crits insane. Ur crits will give the sicken condition as well as the exhausted condition along with being able to do weapon crit damage and EK's special ability of casting a spell as a swift action when u crit. With a crit of 15+ on a d20 this should be occurring very often.

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the thing about Summoner is your pet is your strongest asset and with the Synthesist Archetype you the summoner gets all of its power and become a true monstrosity. Example given below of how great you can be with the Eidolon out and technically your not being out shined by it because you are it.

Race: Half Elf
Class: Summoner (Synthesist Archetype)
Stats: Str = 10
Dex = 10
Con = 17 with racial modifier
Int = 13
Wis = 14
Cha = 14
when leveling add 3 to con and 2 to cha
take the Half Elf Favored Class Option for Summoner
Eidolon's base form Aquatic
Powers obtained via Eidolon = -Fast Healing x4
-Natural Armor x5
-Limbs x3
-Claws x3
-All 5 immunities
Feats = -Extra Evolution x5
-Toughness
-Dodge
-Combat Expertise
-Combat Reflexes
-Resilient Eidolon

this build with no items magical or other wise gives the following statistics at lv 20 when infused with your Eidolon:

Heath = 320 with out Eidolon and 485 when fused with it
Immunity to all damage excluding force, physical, positive and negative
Fast Healing 4
7 attacks a round at full bab each (15)
AC = 51 with out Combat Expertise and 56 with Combat Expertise
Self Healing via Class spell list

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If the game is capped at level 20 which some games are and some are not then id say your best bet is the following:

Race: Half Elf
Class: Summoner (Synthesist Archetype)
Stats: Str = 10
Dex = 10
Con = 17 with racial modifier
Int = 13
Wis = 14
Cha = 14
when leveling add 3 to con and 2 to cha
take the Half Elf Favored Class Option for Summoner
Eidolon's base form Aquatic
Powers obtained via Eidolon = -Fast Healing x4
-Natural Armor x5
-Limbs x3
-Claws x3
-All 5 immunities
Feats = -Extra Evolution x5
-Toughness
-Dodge
-Combat Expertise
-Combat Reflexes
-Resilient Eidolon

this build with no items magical or other wise gives the following statistics at lv 20 when infused with your Eidolon:

Heath = 320 with out Eidolon and 485 when fused with it
Immunity to all damage excluding force, physical, positive and negative
Fast Healing 4
7 attacks a round at full bab each (15)
AC = 51 with out Combat Expertise and 56 with Combat Expertise
Self Healing via Class spell list

^no magic items^
if you want to equip crap you can do that math your self