SeDevri's page

Organized Play Member. 8 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Ok so I'm working on a level 9 character for a game I'm in and I would really like some constructive opinions on the idea.

So I'm planning on going Brawler 1/ Ninja(Scout) 8 with the race being Dhampir(with Dayborn). The Stats as rolled with
racial and level bonuses are as such(in case you are wondering about stat placement, they are set as rolled. I can't
shuffle them):

Str:16
Dex:18(20w/Belt of Weasel)
Con:14
Int:13
Wis:15
Cha:14

Init: +11 AC: 21(vs AOP 27) FF:15 Touch: 16

Traits: Reactionary, and Indomitable Faith

Feats:
1)Improved Unarmed Strike(B), Combat Reflexes
2)Combat Trick: Improved Initiative
3)Panther Style
4)Combat Trick: Dodge
5)Panther Claw
6)Combat Trick: Weapon Finesse
7)Panther Parry
8)Vanishing Trick
9)Mobility

The idea should be pretty obvious, use the Scouts ability to get sneak attack damage when they move at least 10ft
in a round and use the Panther Style feats to maximize the number of attacks per round that will benefit from
Sneak Attack. This would mean you wouldn't need to flank or feint to get guaranteed Sneak Attack damage.

For equipment:
Boots of Striding and Springing, Belt of the Weasel, Amulet of Mighty Fists +1, Quick Runners Shirt, Lenses of
Detection, Claws of the Ice Bear/Poisoner's Gloves,Stalker's Mask, Headband of Cha or Wis +2/Headband of Ki Focus,
Pauldrons of the Serpent, Burglar's Bracers

Armor and Weapons:
+1 Minor Shadow Mithral Chain Shirt or Brawling, Adamantine Cestus, and shittons of Shuriken.

Unarmed: +15/+10 Dmg: 1d6+6+4D6 Sneak


Now I'm not really sure how the Bloodrager/Dragon Disciple interaction really work but for the moment I'm assuming they work together. All Gear will be mundane and Hit Point are calculated as average. Please let me know what you think and give any suggestions/pointers.

Bloodrager Dragon Bloodline(Bronze)(Primalist/Rageshaper) 5
Dragon Disciple 8
Favored Class: Bloodrager
Human
Traits: Reactionary & Indomitable Faith

Str 24(14+2+4[DD]+4[ABP9])
Dex 16(15+1)
Con 18(16+2[DD])
Int 09(07+2[DD])
Wis 14(13+1)
Cha 16(15+1)

HP: 154(32BR+52DD+65Con+5FC)
Init:+10(4+2+4)
AC: 25(10 +3Dex +6Breastplate +5Nat +1Dodge)
Resist: Electricity 10

Fort: 12(8+4)
Ref: 7(4+3)
Will: 10(5+2+2+1)

Feats:
1)Skill Focus(Knowledge[Planar]){Human}
1)Two-Weapon Fighting
3)Eldritch Heritage: Abyssal Bloodline(use the Primalist ability to get the Abyssal Bloodline Rage Power & Intimidating Glare)
5)Weapon Focus(Claws)
7)Power Attack(Bloodline)
7)Extra Rage
9)Iron Will
10)Toughness(Bloodline)
11)Improved Eldritch Heritage: Abyssal lvl9(Strength of the Abyss)
13)Improved Initiative(Bloodline)
13)Dodge

Claws: +17/+12/+7/+17 Dmg: 1D8+7+1D6 Elec/(Large)Dmg: 2D6+8+1D6 Elec
-Rage: +19/+14/+9/+19 Dmg: 1D8+9+1D6 Elec/(Large)Dmg: 2D6+10+1D6 Elec
Greatsword: +19/+14/+9 Dmg: 2D6+10/(Large) Dmg: 3D6+12 / 19-20 x2
-Rage: +21/+16/+11 Dmg: 2D6+13/(Large) Dmg: 3D6+15 / 19-20 x2
Optional: Power Attack: -3 to Hit/+6 Damage(2Hand -3/+9)

Comp Longbow: +14/+9/+4 Dmg: 1D8+7 / 20 x3

Gear: Breastplate, Greatsword, Comp Longbow(+7), etc.

Spells:
-LVL 1
Expeditious Retreat
Long Arm
Shield
+2 more

-LVL 2
Scorching Ray
See Invisibility
Spider Climb
+1 more

-LVL 3
Force Punch
Haste
Slow


So I'm going to be running an undead campaign and I'm looking for advice regarding which Undead Templates would be best to use for the player characters. I'll be using Ghosts, Graveknights, Juju Zombie, Lich, Skeletal Champion, and Vampire. If Juju Zombies or Skeletal Champions get mixed with the more powerful Templates then I would also give them the Advanced Creature Template to compensate for having a weaker Template. The players will probably be have 5 class levels plus the Templates.

Thanks for any advice.


I've always enjoyed messing with game mechanics and such so I got really excited when Ultimate Magic came out and gave me some guidelines to work with on spells. That being said, Im not to sure how balanced some of my spells are and thats where you all come in. I would like for this to be a review of any and all custom spells, so dont be shy, blast away.

Here are a few of the ones that im going to try and run in my current game(gm allowing):

Custom Spells

Magic Archer
- School: Evocation(Acid, Cold, Electric or Fire)
- Level: Wizard 1
- Casting time: Standar Action
- Components: V, S
- Range: Medium (100ft + 10ft/Level)
- Targets: Up to 5, no two of which may be more than 15ft apart.
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes

* A missile of elemental energy(type chosen at time of casting) shoots forth from your hand to strike at its target(must succeed at a Ranged Touch attack for each missile), dealing 1D6 points of Acid, Cold, Electric, or Fire Damage.

For every two caster levels, you generate an additional missile(two at 2nd level, three at 4th level, and the maximum of five at 6th level or higher). If you shoot multiple missiles, you can have them strike a single target or several targets.A single missile can only strike one target. You must designate targets before you check for Spell Resistance or roll damage.

Kinetic Barrier
- School: Abjuration (Force)
- Level: Wizard 1
- Casting Time: Standard Action
- Components: V, S, focus(small glass/crystal orb)
- Range: Touch
- Target: Touched creature
- Duration: 1 hour/level or until discharged
- Saving Throw: Will Negates(harmless)
- Spell Resistance: No

* An Invisible but tangible barrier surrounds the target of Kinetic Barrier which reduces the damage from incoming physical attacks. The target of this spell gains a damage reduction of 1/Magic per Caster level to a maximum of 4/Magic. This lasts until the duration ends or until the spell has absorbed 5 points of damage per Caster level to a maximum
of 20 at which point the spell ends.

Thunderous Gale Form, Minor
- Schoool: Transmutation(Electric, Air)
- Level: Wizard 5
- Casting Time: 1 Full Round Action
- Components: V, S, M(Drop of caster's blood)
- Range: Personal
- Target: You
- Duration: 1 round per Caster Level
- Saving Throw: None
- SR: No

* This spell calls upon the Elemental Plane of Air and channels its properties into you for a short time giving you great power but causing great stress on your body after the effects wear off. During the casting process the caster takes 1 point of damage that is not preventable. This spell grants the caster the effects of the Haste Spell, the Cats's Grace Spell, the Fly Spell and any melee attacks(Armed or Unarmed) made by the caster while the spell is active deal an additional 1D6 Electric damage and are considered to be magic for purposes of DR. This Spell can be dismissed as a Swift Action. However when the spell ends the caster becomes Fatigued for a number of rounds equal to twice the number of rounds the spell was active. This spell cannot be cast if the caster is Fatigued.