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I actually wondered that too, all of the oracle revelations say "When you're X level, it also does this". They never say Oracle level, but I thought it was wishful thinking that it was actually character level. Otherwise some of those revelations are insane for dips or multiclassing.


It's not like a FAQ or something, it's reading comprehension. It doesn't say "Levels in rage prophet count as both oracle and barbarian levels for meeting pre-requisites for rage powers and mysteries"... so they don't.


So I've been trying to theme a character. Mechanically, there are some spells that I wanted, and was thinking druid, but also a lot of stuff from monk appeals to me as well. Specifically, Redirect from flowing monk combined with the Ki Throw line.

So I got to thinking. Now I'm not a 3.5 expert any more, so I could just be totally off base, but that's what you're for! Monk 1 could get me redirect and a free feat, as well as qualifying me for some other feats. Quarterstaff Magus could bring me to Tripping Staff, and if i picked up Vicious Stomp, I could be throwing dudes all over the place while still getting some attack damage, and still get some of the spells I wanted. Maneuver Mastery arcana would give me a leg up on the trips, as well.

I'm also tempted to slap Hexcrafter on there, but that's more of an X vs. Y decision and I don't think it will affect the build in general.

So,crazy? Bad, workable? We rolled for stats and mine are insanely good so I'd like to make them work for me with a hybrid character. If it doesn't work out I could definitely go straight magus, I just really liked the idea of Redirect. I don't know if that and free improved trip make up for the spell progression though. Thanks in advance for replies!


Yeah we have a pretty heavy melee party but there's a sorceror who I'd imagine will take haste early to buff the two handed weapon nutters.

Well thanks guys, I think I have a much better idea of what I'm doing now.


Ah yes, I forgot precise bombs, I think that was going to fit in my level 6 spot. I could take my 9th level feat for combine extract and take fast bombs at 8 I suppose. I don't really feel the need to take rapid shot or anything to increase my nova, but throwing a stink bomb and tanglefoot bomb at the same spot in one round would be pretty damn funny.

I forgot mutagens aren't one per day! That does change things for our friend feral mutagen. Maybe I could take power attack at level one, and extra discovery at 3 and 9 to pick up feral mutagen and fast bombs in addition to my list, and stick precise bombs into my 6th level discovery. Still not sure what to take at 6 for a feat, though. Maybe I could fit splash weapon mastery in there.

I do still like the idea of using a great axe, but it's hard to say no to 3 attacks at full bab. I'm leaning towards picking up infusion instead to help out the party and avoid just stealing the show, but I'll have to think on it.

Thanks for the replies!


A bit verbose, but you can get the idea from the first two paragraphs :)

So I think I've finally narrowed down my character for an up-coming game. Originally I was going to do a witch, but I decided to make the same character as an alchemist. I wanted to keep the magic a little more low-key.

We rolled stats, and true to form I rolled pretty phenomenal. I like the crowd control aspects of things like Stink Bomb and Confusion Bomb, and I think I'd rather use my bombs for status effects than the damage. To help out in between debuffs I think I'd like to mix it up in melee a bit while my opponents are nauseated/blind/whatever, but I could use some help making that work. I could also use some discovery advice.

So far her stats look like this at level one:

Half-Orc

Str 17
Dex 16
Con 15
Int 19 (Racial)
Wis 13
Cha 13

I feel like I'd mainly save my mutagen for when I was low on bombs or maybe fighting undead or something that's immune to a lot of my schenanigans, taking strength as the stat. I was going to try and squeeze in feral mutagen for those occasions, but I feel like I'm short on discoveries and I'll probably want to melee a fair bit without my mutagen up, so I'm wondering if I should look for something I can use in either form. I was thinking of just doing some ranged combat instead, but honestly I just don't like the feel of it with the character.

My melee doesn't have to be chart topping, but I'd like to be able to contribute. Do I take two weapon fighting to also use with bombs? Power attack and staff/greataxe people?

On Discoveries, I'm pretty full on the ones I want, but there are a couple I'm questioning the worth of. Infusion is first. I have a fairly melee heavy party, so giving them some buffs they can save for combat seems nice, but I might just want to save them for myself, not sure. Explosive Bomb I'd never actually use, but adding extra range on my debuffs would be nice. I however worry that I might cover too MUCH area and make it hard for my party to fight around it. Feral mutagen I talked about a little, and it's another I'd like to cut if I can. I'll end on a list of the others I was thinking of taking in order, minus Extra Discoveries, in case that helps. Thanks for reading and replying!

Smoke Bomb
Stink Bomb
(Level 6, open)
Combine Extract
Confusion Bomb
Greater Mutagen
Tanglefoot Bomb
Grand Mutagen


So I'm looking to make a Vivisectionist. Normally for a combat alchemist you'd go with feral mutagen and call it a day. But with the full sneak attack progression, would it be a better idea to go with two weapon fighting? With feral mutagen you could even slap the bite attack on as a secondary, maybe pick up multiattack if there's a spare feat.

At low levels the full BAB for 3 attacks is probably better, but once you hit level 9 or so getting 4 weapon attacks and a bite seems like the gamble might be worth it to maximize the 4d6 sneak attack.

I don't have the D&D math-fu to figure it out, but from a glance it seems like it might be worth it.


So I was working on a character for an upcoming game, and decided to play a creepy half orc witch. We rolled for stats and mine are pretty stellar, so I was thinking about multi-classing to make things interesting. I looked at Mystic Theurge, because going into Oracle would be neat to take the clouded vision curse to up my creepy factor.

I decided against it, and while looking to get equipment I stumbled upon a weapon I thought would be neat for my character to use. I liked it so much I went back to my multi-class idea and tried to gish myself up a bit. After reading the requirements for Eldritch Knight the whole thing came together.

I could take Witch 5, Oracle of Battle 1 with Skill at Arms to qualify for Eldritch Knight. I lose a BAB if I take it instead of fighter, but I do get some more first level spells and creepy blindness instead of a feat.

Not the best trade off, but not horrible. Plus it's flavorful. However, with the Extra Revelation feat, I can take Weapon Mastery to make up for that lost feat. Plus access to War Sight, which is pretty damn sweet.

So, am I crazy? I was thinking I'd be using my hexes a lot in combat and having to be within 30 feet of the action makes it seem like a decent idea to be able to stab a fool after cackling.

Secondary question: If this might actually work... what the hell feats do I take?


Someone who doesn't MURDER CHILDREN.


Thanks for the replies guys!

Basically my thought process was, we don't have an arcane caster- So it would be nice to have access to some of those spells, and I really like battlefield control stuff like grease, sleet storm, walls, or black tentacles. But at the same time I figure you're only going to drop one of those a combat, so I wanted to be able to do something the rest of the time.

Summoner made the most sense at first. They get haste and black tentacles as soon as a Wizard would, and the pet seems really fun. I just can't nail a concept I like. So I started looking at hybrids to get that same sort of effect.

So that's where I'm coming from. I'll continue checking replies and keep checking out other options. Thanks!

Edit: Ah yes, the natural weapon ranger is something I seriously though about for claws all the time as a spell casting man-dragon.


After trying a couple times, I think I'll just keep this short. I'm going to be playing in a game and want to play an arcane caster that does more than cast spells. I'm looking over Summoner and Magus/Dragon Disciple for an arcane/melee hybrid.

So the basic question is: Is it worth it to go with a sorceror/dragon disciple over a magus?

Things to consider:

We're rolling for stats, so having enough STR and DEX to actually be able to fight while still having the CHA to cast could actually be an option.

Also, I'm a lot more interested in doing control spells and buffs than burst damage, which is why I was looking for a Magus alternative in the first place.

It might be better to do a Magus anyways, but I was just wondering. The other thing that made me wonder is with the STR bumps and being able to go with a 2hander for Vital Strike and Power Attack, the damage might be better when I'm not casting.