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![]() Eigengrau wrote: I would look at taking 2 levels of Zen Archer Monk first. You gain +3 to saves, weapon focus, pointblank shot, precise shot, improved unarmed strike, precise strike 4 times/day, and evasion. All at level 2! Then go fighter or what have you... I Would Have Made A Zen Archer Outright But Sadly, ThE DM Has Ruled That Class Unplayable ![]()
![]() Thanks A Lot Guys. I Will Be Reviewing This Thread Very Often Over The NExt Few Days. Assuming I Will Be Going Straight Fighter For 10 Levels And Will Be Choosing Dwarf As My Race, What Would You Suggest For Feats? I Will Definitely Be Picking Up Steel Soul To BoosT My Saves. Also, I Agree With The Decision To Change The Amulet Of Natural Armor And Ring Of Protection From +2 To +1. It Saves Me 12K, Of Which I Will Spend 9K On A Cloak Of Resistance +3. Trying To Boost That Will Save Any Way Possible. The DM Hinted At The Fact That We May Be Facing Giants More Than Any Other Game We've Played With Him Before, All The More Reason To Choose Dwarf(+4 dDodge Bonus To AC) ![]()
![]() Many Thanks Mr. Thistlefoot! I Will Definitely Be Getting The Adaptive Longbow. Our DM Hasn't Let On MucH About The Campaign Yet. I Haven't Yet Rolled Stats And Am Currently Still In The Process Of "Building" This Character. I Was Just Informed The Our DM Is Allowing The Alternative Aasimar TypEs From The Book, Blood Of Angels. I Was Originally Thinking Of Making A Dwarf Due To The Steel Soul Feat To Boost My Will Saves AND For darkvision. I'm Thinking Of Taking The Snapshot Line Of Feats So That I Can Effectively Be A Turret On The Battlefield. ![]()
![]() So I'm Starting A New Homebrew CampaigN And The DM Has Instructed Us To Make The Most Powerful Warriors We Can. I Have Decided To Make A Fighter With An Emphasis On archery. My Question Is In Terms Of Equipment. We Are Starting At Level 10 And Have 62K To Spend But We Aren't Allowed To Spend More Than 20K On Any One Item.Here's What I'm Thinking, +1 Longbow (+3 Strength), Mithril BreastPlate, Amulet Of Natural Armor +2, Ring Of Protection +2, Bracers Of Falcons Aim, Belt Of Dex +4, Gloves Of Dueling, And A +1 Greatsword In Case I Have To Enter Melee. That Leaves Me With 2700 Gp. Any Suggestions Or Changes To What I Have Would Be Greatly Appreciated. Thhhaaaaaaannkksss Guys. ![]()
![]() Starting a new campaign in the forgotten realms world. I've never played a magus before. (Or any other caster for that matter) Here is all the info I have: We get to roll for stats(4d6 drop lowest) No archetypes. No traits. Absolutely No Dervish Dancer. Starting at lvl 1. From a role play (rollplay?lol) perspective, my character will be waking up with Amnesia. The only way I'll remember my own name is because it will be on my spell book. My DM said he will be revealing my back story as the game progresses. I'm looking to be a melee fighter at first and role play my arcane magic getting stronger as more of my past life/bloodline is revealed to me. Our DM has also instructed each of the players not to reveal what kind of characters we have created until game time. I need help on a build that can be a strong/fun CHARACTER not just a combatant. Thanks in advance. ![]()
![]() You must be a fighter for weapon specialization and have a BAB +6 for clustered shot. Deepsight could be very useful as we are currently underground. So many good choices but I have to make it count because our DM has us on the slow level progression and also because our DM is brutal. It's a good day when you survive to the next level in our sandbox adventure so I'm kind of looking to be optimized at every lvl. ![]()
![]() The problem with the snapshot line is that I just can't seem to justify taking combat reflexes at this point. There are 2 Barbarians in our party and I have literally never been forced anywhere near the melee combat. I really like steel soul though. Likewise, my party members objected reckless aim as well. I'm thinking either steel soul or improved initiative at this point. Any cool feats I'm forgetting?? ![]()
![]() I'm about to hit lvl 5 with my Zen Archer and am unsure of the feat I should choose. Here's the build so far: Dwarven Zen Archer lvl 4, stats: str17 dex17 con14 int12 cha 7 wis20 (roll 4d6 drop lowest) feats/traits: Deadly aim, improved unarmed strike, indomitable faith, perfect strike, point blank shot, point blank master, precise shot, weapon focus longbow, toughness, and reactionary. At lvl 6 I'll get improved precise shot as a monk feat. I'm just not sure what to take next. I was thinking maybe iron will or improved initiative. Any suggestions? ![]()
![]() prototype00 wrote:
I've never played a Druid so you'll have to excuse me but what determines the creatures you can turn into with wild shape? Is it just level? ![]()
![]() When I think of Druids l picture a being who is one with nature. I AIso picture this person in a forest or jungle surrounded by the terrain's natural fauna. My question is, is it possible to make a druid that is adept at underground fighting? I think it would be cool from an rp perspective if I could interact with all the vibrantly colored fungus in the underdark. How would you build something like this? Stat spread, race, feats, traits, possible archetype, skills? Starting out at 4th level. ![]()
![]() Thanks guys I'll look in to those alkali flasks. I'm still pretty new to tabletop games but our DM has been game mastering for like 20+ years so he's still kinda old school sometimes. Like the beholders are still beholders. The underdark is still the underdark and he said we should beware that our "minds don't become flayed" whatever that means. We also heard rumors of giant purple worms and some super old, intelligent, psychic monster called Aboleth I think ![]()
![]() Thanks for the help guys. We'll have to travel back to Bard's gate for supplies and to enchant our weapons before we head back underground. I believe we will be fighting Drow but we've also run into vermin (spiders and slugs) and some oozes. We're only about 10 miles under the surface and my Ranger heard rumors of Beholders and some kind of drow/spider monstrosity that dwell deeper within so I was thinking aberration for my 2nd favored enemy. We also grabbed an ordnance off a Drow captain that said something about a Drow arachnid queen? I chose undead as my first but haven't run into anything undead since fairly early in our adventure.....and yes Lincoln, fighting a can of corn would be pretty funny ![]()
![]() Yes I'm underground....in the underdark....None of that stuff matters. I don't understand why you can't just answer my original question. What the hell would you take with you as an adventurer into the underworld and what enemy type is most prevalent In your experiences. Geez guys you're being a bit too critical. Why would you need to know my traits? ![]()
![]() Necromancer world. We've fought Drow warriors, a giant shiny rainbow slug, sonic bats, a giant tarantula that cast magic sleep spells, spitting cobras and corn so far. I fear as we descend deeper though that we are unprepared. (Barely escaped a cave in tpk) any items that one may not normally think to bring that could serve a useful purpose are what I'm aiming for here. Like randomly we had some salt and see poured it on the slug and it burned him. Just little things of that nature. Also, I'm about to hit lvl 5 with my ranger and I'm unsure of what enemy type to choose for the next favored. I'm thinking humanoid elf (drow), vermin, or aberration. I can stack the bonus to make it a +4/+4. PF rules ![]()
![]() What could be some useful miscellaneous items that could really help out an avid explorer in a pinch while traversing the harsh and unforgiving Underdark? Also, will I be facing more monsters aka aberrations, or will it be more like monstrous humanoids? P.s. I have no real knowledge of this underworld other than the fact that the Drow and other hideous beasts call it home. ![]()
![]() Ok ok thank you all for the advice! I need to explain something though: theses stats are for my backup character. Meaning: I'm currently a super awesome lvl 4 Trapper Ranger. These stats are for when I die. The reason I say WHEN I die is because I'm trying to tackle the dungeons of Rappan Athuk and the city of Slumbering Tsar. All core races are available and some uncommon races such as the Aasimar. No "evil" races such as orcs or drow. Our DM says town guard will attack on sight although he allowed one of our party to be a necromancer and walk around with undead. ![]()
![]() So I rolled some less than stellar stats: 18,16,12,12,9,7. Any ideas for a build that will be fun to play? I was thinking maybe an Elf Wizard. With the stat modifiers I would have a 20 intelligence right off the bat and I could dump strength and charisma. That's just my first thought but I would love to see some unique ideas! ![]()
![]() Hey guys this is my first post so be gentle. This is also the very first time I've ever played a tabletop rpg so again....be gentle. Basically I need some help with my next character build. Currently I'm a level 3 Half Elf Ranger. I took the Trapper Archetype as well. My trap finding in dungeons is up to a +16 lol anyways... our GM keeps telling us that we WILL die and that it is only a matter of when. We are exploring the 3rd level of the mouth of doom right now and have had MANY near death encounters. Our party consists of myself, level 3 summoner, level 2 fighter, level 2 alchemist, level 2 necromancer, level 2 barbarian and a level 1 barbarian.Both Barbs being Half Orc. So ferocious. We've been doing well so far although we had a paladin that met his death at the hands of some Bloody Bones that tore him apart. I took favored enemy undead and favored terrain underground ( dungeon) WHEN I die I was thinking of making an Elven Wizard possibly since the players guide said it is certain death to enter Rappan Athuk without a wizard. Any suggestions on any type of builds for a good old fashioned dungeon crawl? |