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![]() As a personal service announcement to all Wizard conjurors out there, all the cool magi have been utilizing Acadamae Graduate:
Benefit: Whenever you cast a prepared arcane spell from the conjuration (summoning) school that takes longer than a standard action to cast, reduce the casting time by one round (to a minimum casting time of one standard action). Casting a spell in this way is taxing and requires a Fortitude save (DC 15 + spell level) to resist becoming fatigued. With the drug Allnight:
This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug's effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a –2 penalty on all skill checks until its effects wear off. To speed their summoning endeavours. ![]()
![]() TerraNova wrote:
This. Also, you are trying to get a race above and beyond what the other players were allowed, and you seem astonished that they might be upset at this. The only core race you can think of a character for is a Pureblood Azlanti. -Really-? Your DM is in the right. ![]()
![]() I'll share a build I've been aching to try out for while. Gives great defense and huge damage to back it up Order of the Dragon Cavalier Strategist/Honour Guard:
Human: Favoured Class: Human bonus to Banner Str 18 (+2 form 8 &12 bonuses) Dex 14 Con 14 Int 13 (+1 from level 4 bonus) Wis 11 Cha 7 Order of the Dragon Cavalier Strategist/Honour Guard
Trait: Aid allies (Shadow Lodge) Aid allies +3 instead of +2 Horse Mount
Here's how it works: Level 1: You have 18 strength, heavy armour, an armoured full power druid companion and a two handed weapon with power attack. You are a terror. When you Challenge someone you can give an adjacent ally +1 AC. Level 3: If any ally is attacked within your reach use bodyguard to add 7(!) (2 Aid other, +1 Aid Allies, +3 Order of the Dragon +1 Honour Guard) to their AC 3 times per round. Your horse can do the same adding 2 to you or adding 2 more to the ally. This stacks with your challenge bonus. Level 6: You can add 5 to an allies attack if they are next to you as a swift action, or preemptively increase their AC by 5. Your Challenge damage is becoming amazing, and everyone gets +2 to hit on charges thanks to your banner. If you cop a beat down have your mount use In Harms Way to take the damage, then use Mounted Combat to negate the hit. Level 9: Swift action Paired Opportunists and Broken Wing Gambit to the party at the start of combat, or even better Drill Instructor it beforehand if you get the opportunity. Now anytime someone is attacked -everyone- gets attacks of opportunity on the enemy. And your Bodyguard bonus is now an 8 bonus to AC. Your mount can now charge through allies and difficult terrain, and you have the versatility of Ride By Attack to back it up. The Banner is now at +3 Level 12: You now have all the Mounted Feats you need. So you can slog it and be a bro on foot with your horse at your side, or ride around causing carnage, as the situation demands. You also have amazing synergy in Warding Charge. Any time your ward is attacked you get a free charge, that can include a 90 degree turn, ignores allies as well as difficult terrain. Use this to get -two- Spirited Charges a turn. The Banner is now +5. Instead of stacking your defense which makes your enemies more likely to attack your squishier friends, you stack your friends defenses, while pumping out big melee damage. They have to attack you, because everyone else is unhittable, and your AC is pretty great anyway, even if you do get hit you can use Mounted Combat and In Harms Way to negate alot of damage. Strengths:
Weaknesses:
You mentioned saves being an issue, so here is the dwarf version of it, which sacrifices early damage and 2 feats for +5 to saves from level 1. Dwarf Cavalier: Str 18 (+2 form 8 &12 bonuses)
Dex 14 Con 14 Int 12 (+1 from level 4 bonus) Wis 10 Cha 5 Order of the Dragon Cavalier Strategist/Honour Guard
Traits:
Benefits
Downsides:
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![]() 20 point buys:
Feats: Power attack, Steel soul Traits: Glory of Old. Get a warhammer/ dwarven waraxe and shield, enjoy your +5 to saves against spells/ spell like abilities and poisons. You will be impossible to deal with at level 1, and very hard even in later levels. Human:
Feats: Point Blank Shot, Precise Shot, Rapid Shot.
Get a Masterwork Composite +2 Longbow if you can, and Rapid shot everything every round every combat. Honestly just with those two on the field alone you just beat any 1st level module combats out there. ![]()
![]() Nephril wrote: ok so my level 12 build using a 20 point buy and 12th level starting wealth 108k. What on earth... Lets have a look.Trip: 12 (BAB=level) +4 (Greater trip) +1(Weapon Focus) -2 (Strength) +7 (Wisdom) +1 (Enhancement) CMB= 26 Can only add his wisdom to a maneuver once as a swift action btw, guided doesn't help. Can flurry 3 maneuvers first at +21/ other two at +14 CMB Am I missing anything? That is horrible. Attacks (Gives up flurry of blows...) = +9 BAB, +1 Wf, +7 Wis= +17/+12 2d8 +7 If both attacks hit (They definately won't, the first iterative is even unlikely) you do 32 damage.... Don't do that, just... don't. Try this tripper out instead, it uses monk as well.
Lore Warden 10/ Master of Many Styles 2:
Human Traits: Storyteller: Indomitable Faith +1 Will Saves Str 15(17) +3 Strength from levels=20 Dex 14 Con 14 Int 14 Wis 12 Cha 7 Skills:
1:Lore Warden 1 Power Attack, Exotic Weapon proficiency: Fauchard, Weapon Focus: Fauchard.
Start of combat, free action get up all your combat styles, swift action know thy enemy who you want to kill, Use Tiger pounce to Power attack for free and Felling Smash to trip, proceed to butcher them. Using +4 Str belt, +3 Dueling Fauchard, Duelists gloves, and Know thy enemy
Edit: Although this character only has the trip feats, he uses reach, and all bonuses still apply to others, so his disarm and dirty trick CMB's are still a monstrous +39 CMB. Damage=
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![]() 75 is pretty steep at 1-4, but I won't have enough rage rounds to cycle with anyway at those levels. At the levels I want it with spell sunder and strength surge etc (6 onwards) it becomes trivial for the fantastic ability it provides, especially for the time period compared to potions and wands. Plus I can channel Gary Oldman in my roleplay before entering a dungeon, which is always a huge plus, haha. |