nice guide, but just want to mention that you haven't found a way to kill the tarrasque. It will eat some of itself, thereby not starving, and regenerating as normal (which doesn't cause hunger, it's not like growing, you don't ever need to eat to renerate). Other than that quite inspiring, but I wouldn't want to play one anyway, too fight focused, not enough fun and too powerful. But this is no critique on your guide.
honestly I would let him do it, really it's okay to stick by the rules. Of course if he ever stops cackling because someone goes out of range or he doesn't have a move action left he can't cast fortune on that person again for 24hours (not just until he sleeps 8h).
Also just for the fun of it, let them meet a boss who got 100 witches in his well defended castle cellar who have fortune, scar (for the distance) and cackle and really have nothing else to do than let him reroll every round 100 dice. Human lvl 1 spellcaster services should be affordable. (and yes I'm pretty sure that multiple cackles from different witches stack)
However I strongly dislike fortune and misfortune hexes because rerolling takes up too much time, on that ground I wouldn't have allowed it. Perhaps you could time combat and tell that 6 attacks warrior that his rerolls make it take forever.
well bombs are good, as long as he manages his per days well and uses alchemists fire from time to time. I would go mindchemist and probably psychonaut too. (yes, smaller dice, but I would play him as kind of support with smoke bombs and throwing lots of alchmists fire, mainly damaging by superior intelligence) If you have guns, then you can build an absolute damage powerhouse out of a vivisectionist (beast morpher). Sap master, double barreled pistols and a few modifications and you're good to go. Everything not immune to nonlethal damage will fall ... hard. However this build needs a few levels and some money to come together, however at the beginning you can just go for throwing knifes or something like that.
edit: oh and you can probably skip the extra bombs. If you use fast bombs (and try to maximize the attacks per rounds) you will run out anyhow if you only throw bombs, no matter how many extra bombs.
I'm pretty sure if you have an umlimited amound of wishes, you are actually a god already. The best thing they do is grant wishes. Oh and I would wish for experience and to be where there is lots of gold, perhaps I will even wish to get everything I deserve. No seriously, the campaign is probably at an end there. There is an infinity of infinite money schemes, and nothing more to do.
so at level 15 you get an ability to kill someone unless they succeed a will save.
Sorry, I don't see the point of overpoweredness, or am I missing something essential? But for the rest, it seems to work that way. Most saves will be auto-fails, except that will save to get teleported in the first place. Edit: ok, there is an item to get access at lvl 11, but still, there is a whole lot needed. I think it's fair.
RAW against it, not really, but the item creation "guidelines" are not RAW, not everything you can create with it is reasonable. My favourite example is putting multiple different amulet of mighty fists on one, instead of having a +5 equivalent one, you can have 5 times a +1 (equivalent) and it costs a lot less. (use 4 +1 for abilities because otherwise it won't stack). Just don't allow it, because it would be homebrew anyway (only based on official guidelies). RAW items would be those written down in the books.
How about ranger?
or Two weapon fighting style with double slice, add your whole strength bonus to that offhand attack. On the other hand you may use some magic items to get the necessary dexterity for those feats. Then monk might be better.
it depends on what you prefer to use in combat, if you help your group with evil eye, then go for the blouse. If you prefer to curse ennemies or use other hexes where the DC matters, then go for headband of vast int. I would however go for the blouse as you've already got a headband of vast int and perhaps you can just skip the +4 and go directly to +6, thus saving some money. Also sometimes you just need that move action, and 23int is plenty at lvl 6. From a purely optimizing point of view, +2 extra int is probably a tiny bit better.
Your second post is right, a full round action can include attacks from BAB and natural weapons. The vestigal arms help you have your hands free to claw the ennemy. However even with vestigal arms you only have 2 secondary natural attacks.
For the accelerated drinker, I was referring to the work Paizo produced for the 3.5 rules set. Also I think it got errataed or FAQ (don't know about prehensile tail). If you ask your GM about the feat, I would recommend protective gear, because you're in fact asking to let a caster "cast" as a move action. Would you allow thiis to a bard or what is a magus good for if everyone can cast and attack?
1) yes
I believe accelerated drinker (and probably prehensile tail) don't work with mutagens or other class abilities. Also it's a 3.5 feat I believe, so houseruling anyhow. Otherwise I think you've got a solid build. I prefer my vivisectionist/Beastmorph with sap master and similar things however (seeing as the vestigal claws don't offer extra attacks).
my only addition would be that fireball is not an explosion there is no force, only temperature involved (at least this is the way I understand the spell).
All this is of course majorly houseruling.
if you plan to take thoughness at some point, I would take it instead of slumber. As others noted, slumber isn't that strong at the beginning.
But Cackle and Evil eye would still be my first choice. There is quite a good Witch guide by VikingIrishman or some name like that. If you are 100% sure you want to take slumber, you might even want to consider to take improved initiative early on, altough that would mean that you get Evil Eye/Cackle far too late.
are you saying your animal companion doesn't drink water?
1. Yes. I think there is like one important axis to consider, improvisation vs planning. Improvisation needs innate skill and is hard to learn, but if you're good at it GMing becomes very easy. Planning takes a lot of time that can be reduced by playing a premade adventure.
2.No, you don't get to play a unique hero with whom you can identify. However you can completly invent a world and every citizen therein, so in that aspect you get to play a lot.
thanks for the rectification Bane Wraith. @Namelessone
However as far as I know base attack bonus is still just added, a wizard, sorcerer, commoner, rogue etc. could still have a BAB of 0. So the question, as I understood, is what happens if you add a prestige class with a different progression, if sneak attack dice are not added but considered as one big progression, even though the prestige class has a different progression chart than the rogue.
you understood one thing wrong I thing.
This problem with stacking isn´t a problem, except maybe at the second level. You won´t get the opportunity to get the advanced rogue talents for example, and 1d6 more isn´t going to break the game.
The difference is like a wizard gaining a spell level before the sorcerers. The third edition survived even without much balancing.
spelling errors in thread titles always remind me of the third edition barbarians for some reason. Anyhow I believe the OP asked for complete immunities, not "very high saves". It´s easiest through race, so venturing in the bestiary would be my first step.
A beast-bonded witch with a construct familiar is close to being a construct herself and profits of a ton of immunities. So my entry is for elemental martial artist:
A Paladin and a Lich walk into a bar ...
The Paladin fights him outside if possible. Now I bet someone will ask, what if the lodge itself is the philactely of the lich, and it's impossible to kill it for good without breaking the rules.
giving even low-ish lvl monsters some epic ability.
I love it, it feels more like the monsters out of myths, where some greenhorn has to slay a monster that has godlike powers except for that one weakness.
once per day, sure, why not?
Seriously, what big harm can it do once per day? Just to be clear, this is like the lvl 10 ability for the prestige class? First level would just be a bit early.
my tips:
Get bigger monsters. Elementals and Golems are my favorite.
Also you've got an evil group, they can reduce pretty much any non-combat-challenge, to a combat-challenge. So in short, bigger, tougher, meaner, ennemies with magic.
If you want an anime idea I would watch Pom Poko, it's mainly about raccoons that can turn human, but they meet the sly foxes that have infiltrated society a long time ago. How about a druid or a witch with a fox familiar furthering the cause of foxes? I'm not sure if you wanted flavour advice or optimizing advice. For a bit of both I would go sorcerer.
I would say he's a bit like an older person, suspected to be a witch, lives outside of town because she's awkward and nobody likes her very much, but when the crops fail and the sheep die people know that she can help, but will shun her after she helped.
Also this feels like dirty munchkinism and you should be ashamed.
If you read Discworld novels, I would think of Granny Weatherhex when seeing those stats.
ninja, sneaking around, materializing 5ft behind you when called, making your bed even though you locked the bedroom and have the only key.
the text (in the strictest sense) is not contradictory, you don't need to load the weapon with ammunition, but you still need to load the weapon ("act if"). So it's pretty clear the ability does not reduce the amount of time (taking an arrow from the quiver is thus a free action, putting it on the crossbow is not).
My recommendation is witch, evil eye that AC. Your group horribly utterly lacks magic, a witch is the most arcane you can get without loosing on healing spells.
If you want to join in and destroy stuff (the party seems to prefer kick-in-the-door-style), then an alchemist would do fine aswell. However druids are a very good choice too, it's a bit less arcane than the witch, but got all kinds of fun spells. I would even consider a summoner with that group, this way you add a bruiser, and have a character who can buff people all the time while still doing damage trough the eidolon.
at the very beginning of my RPG career, my GM told us once "and today you will fight the tarrasque", we were lvl 5 or something around that.
And deep underground we found him, it as a mechanical, smaller copy of the tarrasque, and we killed it. I summoned 3 monkeys and he said "well how much damage do you expect them to do against metal", I smiled and said "I order them to screw and wrench at everything they can find", and while my comrades did HP-damage, my monkey did a good job as well, and we finished the fight in around 5 rounds. This was my first and only encounter with the mighty tarrasque.
Infinite time stop! Infinite shapechange! Infinite true strike! Infinite blink! Infinite everything!
well, seems like it's the same powerbloat as in 3.5 per book, but they packed it all into one item any sane GM would ban, saves us much trouble, see? But I'm interested too in knowing how this one got through proof reading or whatever. Not because someone owes me an excuse, but because such an item baffles me. P.s. Yes, after reading the title I thought "at least insane people are easier to notice nowadays", after noticing that it was RavingDork my first thought was "oh no, what's it now?".
how about a bard then?
And you can have charisma and be cool, I think bards invented coolness. If you make her a life oracle and she sees that it's not an MMO and you don't need heal every round, but more like every combat, she might feel useless and might get bored. also this wouldn't contradict the one golden rules of Rpgs I know: Women like playing bards or elves, or generally both.
being cool.
Which leaves us with the epitome of coolness, the alchemist.
As she's a woman I bet she goes for the latter, I would go mindchemyst, and perhaps psychonaut if you expect the game to last till later levels and she enjoys the power behind the throne kind of thing. Kirin strike is a nice feat to up the damage considerably with insane high intelligence. On the other hand this is just my opinion and you can play every class in cool manner. The inquisitor can be like the Punisher, or the cleric like Captain America.
healer has become very broad in PF
If she's into optimizing, she probably needs the last three to go with her stat boosts, but apart from that more input from her would be nice so we don't suggest the opposite of what she wants.
well there is the option of the insane vivisectionist with double barreled guns that has to catch him flat-footed and makes him unconscious using sap master and underhanded. But aside from such crazy builds that only work if Lucifer stands right in front of you and wants a one on one match, I would go with other ideas. Ask Asmodeus for help who can contract other gods to kill Lucifer.
Edit:
well it makes POOF where you disappear so it's only normal it makes FOOP where you appear. No, are you seriously expecting someone to find a rule what noise this makes? Perhaps it makes the noise of one hand clapping, or a tree falling in the forest when noone is around to hear it. If I were your GM I would allow a perception check, but it would be difficult.
the first question is actually two I believe
But feel free to houserule otherwise, I'm not that sure with the rules or if they even exist and giving "weak" classes a little bit extra is never wrong.
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