Clone Mask

Truesight's page

Organized Play Member. 86 posts (198 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 1 alias.


Dark Archive

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Keep in mind weapon cords require a move action to recover weapons now. They are much less powerful in that regard.

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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.

Dark Archive

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Why not a simple fix. Make him the master of feats. In the lines for fighter bonus feats, add "When taking a bonus feat the fighter can ignore all pre-requisites of the chosen feat"

It would give them great versatility and open up some fun builds that only a fighter could achieve.

Dark Archive

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1)Grease, Colour spray, Silent Image, Liberating Command, Protection from Evil
2) Create Pit, Mirror-Image, Glitterdust, Invisibility, Flaming Sphere
3) Haste, Battering Blast, Resist energy communal, Fly, Slow
4) Emergency Force Sphere, Enervation, Dimension Door, Confusion, Telekinetic Charge

Dark Archive

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This is the most obvious troll I've ever seen on these forums, he rehashes an ancient and divisive argument, states 'I disagree' when given a reasonable response and then abandons the thread when it gets going.

*ready action throw alchemists fire* Don't feed the troll.

Dark Archive

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TerraNova wrote:

So you got a grumpy "I'll consider"... for a special treat, trashed your pc, and now complain the GM did not give you a reward for it? No sympathy from me

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.

Dark Archive

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Archery rangers have huge damage, fast feats, a mount and lots of versatility. Lastoth did a great guide here

Dark Archive

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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
1: Cavalier: Power Attack, Mounted Combat Tactician: Paired Opportunists
2: Cavalier:
3: Cavalier: Honour Guard Feat: Bodyguard ; Feat: Combat Reflexes
4: Cavalier:
5: Cavalier: Combat Expertise
6: Cavalier:Bonus Feat: Swift Aid
7: Cavalier:Gang up /Stand Still
8: Cavalier:
9: Cavalier Ride by Attack Tactician: Broken Wing Gambit
10: Cavalier:
11: Cavalier: Spirited Charge
12: Cavalier: Bonus Feat: Wheeling Charge

Trait: Aid allies (Shadow Lodge) Aid allies +3 instead of +2

Horse Mount
1-Combat Reflexes
2-Bodyguard
5-In Harms Way
8-Dragon Style
10-Power Attack

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:
Great damage
Great use of actions: full attack + swift and Free + AoO’s
Full mount
Good Physical defense
Fantastic team player w/ Banner, Teamwork Feats, Bodyguard & In harms way, Order of the Dragon
Good RP
Versatile melee, either brawl or Mounted terror

Weaknesses:
Not having mount may suck
Low saves comparatively

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
1: Cavalier: Steel Soul, Tactician: Paired Opportunists
2: Cavalier:
3: Cavalier: Honour Guard Feat: Bodyguard ; Feat: Combat Reflexes
4: Cavalier:
5: Cavalier: Power Attack
6: Cavalier:Bonus Feat: Combat Expertise
7: Cavalier: Swift Aid
8: Cavalier:
9: Cavalier Mounted Combat Tactician: Broken wing Gambit
10: Cavalier:
11: Cavalier: Ride by Attack
12: Cavalier: Bonus Feat: Spirited Charge

Traits:
Aid allies: Shadow Lodge +1 aid other
Glory of old: +1 to all saves.

Benefits
+5 to all saves
Darkvision

Downsides:
Slower access to power attack
All other feats 2 levels behind
no Wheeling Charge or Gangup

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20 point buys:
Dwarf:
Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 8

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:
Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

Feats: Point Blank Shot, Precise Shot, Rapid Shot.
Traits: Reactive

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.

Dark Archive

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Trolling attempt too obvious. 3/10 effort at best.

Dark Archive

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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:
Knowledge Arcana
Knowledge Nature
Knowledge Planes
Knowledge Religion
Knowledge Local (For identifying common enemies -humanoids)
Climb 1 point each
Swim 1 point each
Acrobatics
Perception

1:Lore Warden 1 Power Attack, Exotic Weapon proficiency: Fauchard, Weapon Focus: Fauchard.
2: Lore Warden 2 Combat Expertise, Improved Trip
3: Lore Warden 3 Combat Reflexes
4: Lore Warden 4 Furious Focus
5: Monk 1 Tiger Style-Monk bonus (Tiger Pounce)
6: Lore Warden 5
7: Lore Warden 6 Felling Smash, Greater Trip (Fighter Bonus)
8:Lore Warden 7
9: Monk 2 Improved Critical: Fauchard, Monk bonus Kirin style
10:Lore Warden 8 Greater Weapon Focus: Fauchard (Retrain Furious Focus into Combat Style Master )
11: Lore Warden 9 Tripping Strike
12:Lore Warden 10 Dazing Assault

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
Trip CMB
11+ 7(str) +4 (Lore Warden) + 4 (Weapon training) +4 (Greater trip) +2( Greater weapon Focus) +3 (Enhancement) +6 Duelling weapon +2 (Know thy enemy)= 43 CMB

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=
To hit:
11 BAB, +4 Fighter, +3 Enhancement, +7 Strength, +2 Greater Weapon Focus +2 Know Thy Enemy: +29/+24/+19, including power attack (Tiger Pounce), +4 when tripped
Damage on full attack
1d10 +10 (Strength) + 3 (Enhancement) +9 Power Attack +6 Lore Warden, = 1d10 +28 15-20/x2 with out any buffs or preparation.


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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.