Pale Stranger

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(Sorry in advance for possible english mistakes since it's not my native language)

So i'm currently level 9, cutting through crimson throne with this build i wanted to share with you guys.
I was thinking a while back the usual evocation sorcerer (varisian tatoo/spell specialization/draconic bloodline) thing was the best to annihilate enemies. But this build is insane.

Hope in advance I didn't do mistakes :)

[u]The build: Hunter Killing Machine[/u]

Let's see the build straight away and i'll explain later

Human Hunter - Primal companion archetype
(20 pts buy)
STR 17 (+1 on lvl 4)
DEX 14
CON 12
INT 13
WIS 14 (+1 on lvl 8)
CHA 8

Feats:

1) - Combat expertise (it sux but it's needed)
3) - Spirit's Gift (usually going for Stone or Fire)
5) - Mounted combat
7) - Ride-by Attack
9) - Spirited Charge

Teamwork feats:
2) - Outflank
3) - Pack Flanking
6) - Precise strike
9) - Distracting charge

Animal companion (Big cat) feats:

1) - Power attack
2) - Weapon focus (claw)
5) - Light armor proficiency (take +1 INT at lvl 4 to qualify)
8) - Improved natural attack (claw)

Spells:
0)Light, Mending, Elemental Sample, Read Magic, Resistance to fear, Stabilize
1) Lead Blades, Alarm, Delay poison, Heightened Awareness, Windy escape
2) Barkskin, Shield companion, Vine strike, Bull's strength
3) Fickle winds, Strong jaw, Communal Protection from energy, Contingent moderate healing
4) Animal growth, Freedom of movement

Primal transformation:
2 pts: Bleed (claws), improved natural attack (claws)
4 pts: + Energy attacks (Acid)
Primale surge: Usually going for Flight (but good options can be immunity from energy, burrow, tremorsense...)

Skirmisher tricks:
Vengeance strike, upending strike, surprise shift, Sic'em, Deft Stand, Uncanny senses

Skills: What your group need. I went for Sense Motive, Survival, Perception, Ride(mandatory), Fly, Handle Animal, Heal

Stuff you might need:
For your hunter: Magic lance, Belt of strenth, Magic heavy wooden shield & breastpalte, amulet of natural armor, ring of protection, cloak of resistance, Equestrian belt
For your pet: Amulet of mighty fists, belt of strength, magic chain shirt

So for average wealth / level (46000 at lvl 9), it would be something like:
H: +1 impact lance (18k), +1 breastplate & +1 heavy wooden shield (2,5k), cloak of resistance +2 (4k), equestrian belt (3,2k), Ring of protection +1 (2k)
P: AoMM +2 (16k), Chain shirt +2 (4,5k)

Ok, so what's the point of the build?
The thing is it can be pretty hard to play for various reasons: a lot of buffs can be cast on your pet, you have a lot of situational modifiers, and a lot of your actions requires swift/immediate action tracking.

On the first levels, your hunter will tag along your tiger using a greatsword (melee), a horsechopper (reach trip) or a composite longbow.
After level 7, when your cat goes big, now's the real fun. Go mounted and classy.
Go spirited charge with your lance, using a shield in the other hand.

You have good Armor class on both your characters, incredible damage and attack bonuses, good saving throws, a really nice number of health points.

How does it work: Cast shield companion on your pet, barkskin when things can get hot & heightened awareness.
If you have time to buff, cast on your pet strong jaw, Bull's strength, vine strike. Buff your lance with lead blades. Don't forget to primal surge and use your spirit's gift.
Now you can pretty much one shot boss.

ONE charge will deal: (Power attack on pet, Combat expertise on Hunter)
bite: +21 3d6+16 + 1d6 (vine strike)+ +1d6 (acid) +1d6 (precision) + grab
x2 claws : +22 4d6+16+3d6 (various) + 1d6 bleed
x2 rake: +22 3d6+16+3d6(various)
Lance: +18 (using distracting charge) 9d6+15+1d6(precision)

for a theorical total of 42d6+95 if you touch with all your attacks
your AC will be nice with 31 (Pet) and Hunter (23).

Getting hit? use windy escape, mounted combat and transfer from shield companion. Dont forget to use vengeance strike to get one more attack

If you dont have time to buff, just use primal evolution and still deal a tremendous amount of damage. Your spells can make your group immune to poison, bolts/arrows, energy type, grapple...

Hope i didn't do too much errors and you guys will enjoy it!


Hi fellow GMs! We are about to enter chapter 2 with my group.
I didn't give them the 50 BP from the staglord death but instead organized some meetings in Restov with a lot of churches, noble families and other organizations/guilds.
They basically get BP or other advantages but must accept certain rules in return.

So my LN/CN/CG group basically met this emissary of evil cults who wanted to discuss an offer. They would offer 10 BP (didn't tell that to my players i only use description as small/medium/important offer) for the kingdom being not good, and for an authorization to establish temples/shrines and liberty to worship their gods.

I personnally think this is a bad idea but my players think they better know which cults are in their kingdom and where they are.

I provided them a list of LE/NE cults they would provide an authorization for:
- the 4 elemental lords: Ayrzul, Hshurha, Kelizandri et Ymeri. (LE)
- the 4 harbingers: Charon, Apollyon, Szuriel, Oinodaemon, Trelmarixian (NE)
- Droskar (NE)
- Lao Shu Po (NE)
- Zyphus (NE)
- The green mother (NE)
- Norgorber (NE)
- Asmodeus and other 8 archdevils
- Zon-Kuthon
- Ahriman (NE)
- Eiseth (LE)
- Achaekek.

Officially, these cults would have the liberty to practice, in the respect of the law of the kingdom. But i don't think NE cults would give a damn about laws anyway.

So my question is: How would react people to the obvious presence of these kind of churches? What would you create as interactions with others majors deities (abadar/erastil/Cayden Cailean/Nethys/Pharasma)? Is there actually a way to work it out or would it end in a civil war in a matter of months?

Thanks in advance for the ideas, and sorry for the bad english!