SuperCracker's page

6 posts. No reviews. No lists. No wishlists.


RSS


I feel like we may have gotten off track. Magus doesn't receive Giant Form. This is geared more towards an Eldritch Knight who could cast one spell or the other.

Not to mention that Monstrous Physique also increases size and reach.


sunbeam wrote:

Eh, not saying anything mechanical about the merits of the spells. But becoming a 4 armed freaky thing just isn't in the cards for most of my characters.

If I built a character around shapeshifting, like an alteration wizard maybe it would fit.

But your average Magus (not sure if he gets Giant Form spells)?

I'm going with a Giant Form. Storm Giant for the win.

Valid point for roleplaying purposes. I've had that thought myself, too. As for Magus, it doesn't get Giant Form. It only gets Monstrous Physique.


For a character that wields a weapon (a la Eldritch Knight), which one of these spells do you think is better?

Monstrous Physique III (which seems to be the sweet spot of this spell) grants the user

Huge: +6 strength, -4 dexterity, +6 natural armor bonus
Large: +4 Strength, -2 dexterity, +4 natural armor bonus

As well as a slew of special abilities, depending on the form, and more importantly, a lot of natural attacks (with a -5 to them because you are wielding a weapon and using them as secondary natural weapons). Monstrous Physique IV adds some abilities, but nothing that wows me over III. The forms I like the most are the Four-Armed Gargoyle, the Calikang, and the
Thriae Queen.

Then there's Giant Form I and II. Both at higher spell levels than Monstrous Physique.

Giant Form I grants Large size +:
+6 strength, -2 dexterity, +4 constitution, +4 natural armor, low-light vision

And a small array of abilities depending on the form, which include darkvision, rend (which won't be useful for a weapon wielder), rock throwing/catching (again, not useful generally), regeneration 5, and resist 20 element damage.

Giant Form II allows you to go Huge and gives:
+8 strength, -2 dexterity, +6 constitution, +6 natural armor, low-light vision, +10 enhancement bonus to speed, and a similar array of abilities, except this time you can get a swim speed and elemental immunity.

Giant Form is an 8th level spell, but at first glance it underwhelms me compared to Monstrous Physique III/IV, which are 5th and 6th level spells, respectively.

Does anyone else have thoughts/insight about how these stack up against each other during play? I'd love to see what people think.


Alleran wrote:
Do you anticipate these lengthy time skips before you're high-enough level to find a druid (or have one as a cohort with Leadership) willing to cast reincarnate on you every couple of decades?

Yeah. From what he told me, he should do the first years-long (not sure how long the skip will be) skip just after we hit Mythic Tier 2. He's offered us the option of using a heroic lineage (you play your character's descendants), but I do like the idea of an immortal sorcerer growing in power.

As for the anti-magic field, it's going to work like this. If I stayed in an anti-magic field for two decades, I would age normally while in the field. So if I went in with the body of a 20 year old, I'd come out as a 40 year old. So no Holy Grail style instant age-deaths, thankfully.

Corlindale wrote:
I probably wouldn't put so much effort into summoning when the caster level, as you say, is delayed so much. If they're just meant to be momentary distractions you probably don't need augment summoning, for instance (and thus not spell focus (conjuration) either).

You make a fair point. What should I do to replace the summoning focus? I suppose I could grab Skill Focus (survival) and Eldritch Heritage earlier.


Corlindale wrote:

Even though Leadership is allowed, I assume your GM retains its normal requirements of 7th level? Shouldn't be too hard to switch around.

I probably wouldn't put so much effort into summoning when the caster level, as you say, is delayed so much. If they're just meant to be momentary distractions you probably don't need augment summoning, for instance (and thus not spell focus (conjuration) either).

If you pick Wild Arcana for your archmage power, you have a great advantage in spell selection since you needn't bother with most of the more situational spells. So you should mainly pick stuff you'll cast a lot or stuff you'll want the mythic version of.

Mythic Heroism is a pretty nice buff, which you'll get full advantage of as a melee fighter (+4 to damage on top of everything else).

Nice catch on the Leadership. For some addled reason I thought it was 4th. I'll edit above.


1 person marked this as a favorite.

Hey guys. I wanted to get some eyes on a character I just started playing. I want to throw in some Dragon Disciple for flavor reasons (and strength bonus) and go Eldritch Knight. We have a very magic-heavy party, but only one real fighter. I don't plan on being a tank, but I do plan on doing combat in melee regularly.

Starting out at level 2, and we just got our first Mythic Tier.

Human Fighter 1/Sorc 1 (Draconic Bloodline - Red) - Mythic Champion/Archmage (Dual Path mythic feat)

Ability scores are as follows:
Str- 18
Dex- 14
Con- 12
Int- 10
Wis- 11
Cha- 15

Traits: Magical Knack, Carefully Hidden
Feats: Toughness, Combat Reflexes, Weapon Focus (Falchion)

Mythic Abilities: Armor Master, Wild Arcana, Fleet Charge

The game is supposed to have massive time-skips (up to centuries). My next mythic ability will be Longevity so that I don't die in the middle of a time skip. So eventually I'll be able to enjoy +3 int, wis, and cha from aging, which will bring them up to Int 13, Wis 14, Cha 18.

My current plan is for him to end up as (in order) Fighter 1, Sorcerer 4, Dragon Disciple 4, Eldritch Knight 10, Sorcerer 1.

Every stat increase, including mythic, will go to strength. Other than the occasional scorching ray, my weapon will be my means of dealing hp damage.

Base Attack Bonus of +16. 8th level spells. Some goodies from Dragon Disciple (bonus strength, natural armor, bite attack).

As for spells, I plan on using no-save effects and buffs. Things like enlarge person (with combat reflexes), wall of stone, haste, black tentacles, and summon spells.

I'm a little concerned about the summon spells because my caster level will be lagging a bit. I still think it's viable, since summons can take hits for the party.

My planned feat progression is as follows:
L1- Toughness
H1- Combat Reflexes
F1- WF: Falchion
L3- Spell Focus (conjuration)
L5- Extend Spell
L7- Leadership <-- Yes, it's allowed
L7DD2- Power Attack
L9- Augment Summoning
L10EK1- Furious Focus
L11- Improved Critical
L13- Skill Focus (survival)
L14EK5- Weapon Specialization
L15- Eldritch Heritage (orc) <--- Use with Mythic Eldritch Heritage
L17- ???
L18EK9- Greater Weapon Focus
L19- ???

My Mythic Abilities are planned out, but I can't count on how fast we'll gain mythic tiers, or how high we'll go. So we'll just have to see.

Anyhow, let me know if you guys have any suggestions, particularly about feats and spell selection. I realize this isn't the most optimal path, but I like the flavor and want to make it work. Thanks in advance.