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Rouge, Magus, Arcane Trickster can hit hard and fast. they can cast true strike or vanish all day. They get scorching ray and a sneak attack per ray. Magus get prescient attack so as long as they hit they can get a free sneak attack next round. with Hexcarfter and poisoner for archetypes they can do some serious ability damage as well. You cast Vanish or True strike first round with Prescient Attack. they lose their Dex next round and hit them with Scorching Ray and that usually the end of most foe


Go full bad-ass and get a Holy Tattoo on your face.


Street signs, or last name as first name. I don't know how many character I've named this way. Wheel of time books or science fiction are good for names, character form book or movies. I have a friend and all his Half- Elves are named the same thing after their elf father how sleeping around with humans. Play on word also work well. replacing letter with certin letter work s for z, or K for T ( Zam instead of Sam or Tevin instead of Kevin).


a Slayer is usual a better choice for a Assassin. They get Assassinate which can be use a rang and silent kill where they can slip into the shadow, Adder Strike might help as was as Switch Blade Knife, or Spring blade. A Dagger Mark Poisoner or a Alchemist can change poison types. I do known somewhere in 3.5 their is a poison ring and I have the book I just don't know where at this time.


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If you real want to give him a hard time make his target a Reincarnated Druid they are hard to find and they can keep coming back. Or a Beast-bond Witch 10 level with a Rakshasa, Raktavarna for a Familiar.


We had one we made stat blocks for the pc so the gm could tell. You can also cheat. Their a good book call by John wick called "play Dirty" Its has some good ideas. For us we eventually had enough and remove the player. The other thing you can do is make all rolls in front on the gm on the battle mat.


If your player really want to turn one into a doppelganger and let them have at it you can write it in to the plot or as a side adventure.


If you take 2 level of ninja and the rest warprist you can throw alot of them and do a ton of damage with hast,rapid shot flurry of stars ,two weapon fighting and quick draw along with some of the above comments.


Hayato Ken wrote:

Brutal pugilist sounds cool, but i would take untamed rager from dirty tactics toolbox for the 2 free dirty trick and greater dirty trick feats as well as some other boni for that. Sounds a mighty lot like manhandling to me^^

For the unarmed fighting, just grab improved unarmed strike and the brawler rage power. Don´t forget the brawling property on your armor once you can afford that!

I would also go unchained barbarian.
Monk + barbarian is a problem though because of the alignment restrictions.

The Martial Artist monk has no alignment restriction "The martial artist pursues a mastery of pure martial arts without the monastic traditions. He is a master of form, but lacks the ability to harness his ki.

Alignment: A martial artist may be of any alignment." along with that you get "Extreme Endurance (Ex)

At 5th level, a martial artist gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain.

This ability replaces purity of body, diamond body, and perfect self."


A monk martial arts barbarian would work good you pick up unarm abilities of the monk with the power of the barbarian.


Multi class veriant Rouge would give you sneak attack at the loss of 5 feats at level 19 it would be 4d6 this might work but it's a steap price you would gain some other things you might find useful as well.


If you are a Samran and have mistic past life and choose cure wounds than you can you can that it from a bard or a witch.


I would hold off on flaming and wait and but anchoring on it. It makes it very hard to remove and their's nothing in the rules that says you can't. I keep a mend spell handy.


I love prestige classes anything that helps me make a character my own I love that's why I couldn't stand 4th.ed . To me it seems like Pazio over corrects things one a very few complains with them. They did this with Rouges and Clerics from 3.5 and Prestige class basically only making a handful and it seems like overly weak ones at that. It seems like their three types the ones that add to a class like for the most part Assassin, Shadow dancer and Holy Vindactor. Then their the organization one like the guild poisoner. I would like to see them the first style not lose the level 20 bonuses(how many times do you really hit level 20 most of the time you die or have to multi class just to get there) like the dragon dicple
And maybe for the other balance them out to equal the core classes Wich might be tricky. The other thing I find fun with them is most complaints I here is there either overpowered or under power like to see a little balance. Just some of my thoughts on the subject


Phylactery of positive energy will raise your channels by 2d6. Also a holy tatoo is a good idea that way you never lose your holy symbol


A few levels of warprist will raise the damage and you get a few perks to go with it.


Try using monster immune to magic like golem Or monster that you just have to beat down also don't give them a time to rest between encounter magus burn through spell and arcane points fast.


A Beauty is in the eye of the beholder. Rasputin had Cha but was consider vile when it came to appearance


I'm wonder why they Chained Spirit from CotCT never made it into a Bestiary?


I play a Rouge magus arcane trickster once he hit really hard I went with Rouge poisoner and hexcraft magus with for feat spell heighten, so I could get prefer spell vanish and scorching ray(you can get sneak attack on each ray). Close range is a must for any magus along with truestrike.


Doki-Chan wrote:
Raven's Shadow 2 wrote:

As far as the Immune it a moot point because there is no save, attack, ray/ cone/ or line

I must admit, I didn't take the Carapace into account, but certain Asmodean things can sub in fire damage with Hellfire as well (Hellfire Blast), also Infernal Sorcerer power (10ft radius burst, ok a reflex save so have a ludicrous CHA for full damage)

Metamagic Unholy Spell can also change half that fire damage to make those fire-specialized Arcane casters feel a little less useless (for a price of course...)

EDIT: Hellfire Ray might work from the inside...(assuming you can survive that long to cast it) then the death blow will also still teleport it to the Pit?

Caverat: only as long as we are dealing with a Neutral Tarrasque...

A cube of force would buy you time about 5 rounds or so if your swallowed hole and activate.


Rerednaw wrote:
I don't see how sending the Tarrasque to the Astral Plane kills it. And isn't it immune to rays/cones/lines?

It wouldn't Kill it I misspoke, It would remove from the Material Plane. Unaided it would be stuck in basically limbo. As far as the Immune it a moot point because there is no save, attack, ray/ cone/ or line

I mini black hole with a 10' event horizon.

it opens a
gate to the Astral Plane. The hole, the bag, and any creatures
within a 10-foot radius are drawn there, the portable hole
and bag of holding being destroyed in the process


Kthulhu wrote:
Throw it into a black hole.

Kthulhu was Close

I manage to figure out how to kill a Tarrasque and just about every monster I one shot. Here is how I would do it for a Tarrasque. I would use a Halfling Paladin 8, Summoner 6,
Halfling
Pick up Outrider
I would use no Archetypes
Skills in, Ride, Handel animals, Spellcraft, Profession Tinkerer.
Feats, Mounted Combat, Skill Focus Ride, Ride by attack, Spirted Charge, Master Craftsman, Craft Wondrous Items, Fearless Aura,
I would use my Eidolon as a Mount
Quadruped
Skill, Fly
Evolution,
Mount, Arms, Fly x 3
Feat Fleet
I would also give him boots of Haste
I would fly over the Tarrasque with the fearless aura me and my mount would be immune to frightful presence. I would fly above 130’ staying out of reach of his Spines, There I would use Summon monster II, twice to summon Eagles to create a buffer 10’ in front using a Helm of Telepathy, to block incoming Spins with Fearless Aura protecting. They would then dive on the Tarrasque as a team. When with 15’ of it The Paladin would Jump off using Fly from Celestial armor to cushions his fall. Given beforehand the Eidolon would within 10’ would inset aportable Hole into a Bag of Holding thus Sending the Eidolon home and Killing the Tarrasque.

(If aportable hole is placed within a bag of holding, it opens a
gate to the Astral Plane. The hole, the bag, and any creatures
within a 10-foot radius are drawn there, the portable hole
and bag of holding being destroyed in the process.)


In rise of the runelords my character lost his hand for a while. We end up for a while fixing a locking gauntlet to the stump for combat and he used a wand of mage hand for disable devices. it work well until we could get a high level caster to fix it


The witch is useful in combat with Hexs they can be played as opposite to a Bard by slowly weakening enemies. The can also be use as a secondary healer or become Arcane Archer that can heal.


Thank you for making the game i love


Current
Seraphim: Aasimar,LG, Cleric 6(similar to Sarenrae)Paladin 1-Hospitaler

Daemen Hellbringer: Orc,CN, Sorcerer 1(Dragonic),Barbaian 5 Invulerable rage,
Dragon Disciple 10(Retired)

Anselmi: Half-Elf,N, Mangus 6 Hexcrafter,Rogue 3 Poisoner, Arcane Trickster 2(Died decapitate Half-Demon Mintor)


Also a zonk so it can be behind door 1.


If you want a brute, Alchemist4, with a barbarian titan mauler get ugly quick once you start adding up bonuses. you can dual wheeled oversize great swords + rage, enlarge,and mutagen make them a force.


for the best healing archer, 1 Fighter, 4 hedge witch, 5 levels of Eldridge Knight, And 10 of Arcane Archer. you can become healer with almost the same power as a cleric, But without channel and the damage with Hexes on your arrows.


The Tickle Monster and Grue From Zork and a Wumpus


I'm playing a Rouge 3 Magus 6 Acne Trickster3, It good balance,The hp and the Bab and armor are better than a normal caster you. you get less spells but you get spell strike, Spell combat and you can take percent strike and you can take vanish as a preferred spell. I did Rouge poisoner and Magus hexcraft he's a N Assassin.


Blink Dog


Take a level in cleric of healing domain one lets you remove fatigue i think 3+ wisdom per day at first level. I think it might be in APG


Vamperic touch is a fun one it goes good with defensive shock i play a Magus and dropped a elemental with the combo it also save me from getting killed.


Gnome, Sorcerer, Dragon Disciple


Monte Cook does a good job with firearms and cannons is his 3.5 Ptlous book.