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blahpers wrote:

I'm a fan of the Gang Up method. It works even better for slayers than it does for rogues due to their increased survivability on the front line.

Edit: Nevermind, I see you dumped Int so that's out unless you score a headband or something.

yea im afraid i didnt make any true dump stats because i wanted to be able to have a decent charisma for intimidate and diplomacy since im basically playing a happy and optimistic middle aged mom who decided to become an adventure after losing her daughter and husband. There is also very few uses for int to a slayer past even more skill points and the dc for assassinate though you cant even get it until level 16, though if i had a place to put it in, i would love gang up aha, ive used it before on slayers and think its great. Though im really just looking for a good placement for feats ive taken.


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ViConstantine wrote:
So did take a look at the bounty hunter archetype but i cant think of any good reason to take it. You lose earlier slayer talents which are more important to me because i may not be able to play this character for a long time so abilities i can get sooner are better. Losing armor prof for me and not having room to get it back via a feat also makes this far less worth taking. The dirty trick almost looks interesting but if i can already get a sneak attack on them, i wouldnt be interested in using a dirty trick instead.....since id want dirty trick........to get more sneak attacks. However, it is worth noting that i could trade the unbalanced trick for the ranger fighting style 1 underhanded so that i can take improved dirty trick at level 8 instead of improved trip and then get greater dirty trick at level 9


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So, ive been trying to get dex to damage on this slayer, he is about, fast, deadly, violent kills. He is going to be mute and intimidating.
These feats arent really in any particular order so advice on when to take them might be helpful. Im going Slayer 1, Unchained rogue 2,3 and 4, and then Slayer 5-20. This will be ordered by levels.

Stats are
Str: 10, Dex: 19(17+2)(Human), Con: 14 Int: 12 Wis: 12 Cha: 13
After level increases:
Str: 10, Dex: 21, Con: 16 Int: 12 Wis: 12 Cha:14
or
Str: 10, Dex: 23, Con: 14 Int: 12 Wis: 12 Cha:14

Traits and drawbacks are:
Auspicious tattoo: +1 will
Muscle of society: Effective +2 to str for carry capacity
Bloody-Minded: +1 intimidate and initiative (couldn't take reactionary)
Umbral Unmasking: cast no shadow or a monstrous one, no one notices unless they make a DC 15 wis check. Just to add to the fear flavor.

Lvls:
1: track, studied target+1 darkvision, (dimdweller) F1:Weapon proficiency exotic (dueling sword), Bonus feat: Dirty fighting

2: trapfinding, finesse training, sneak attack +1d6, weapon finesse.

3: evasion. Rogue talent 1: fast stealth. F2: Improved dirty trick.

4: Finesse weapon 1 (dueling sword), danger sense+1 sneak attack +2d6.

5: Slayer talent 1: ranger combat style 1: two handed weapon.
F3: skill focus intimidate. Ranger combat feat: power attack

6: sneak attack +3d6

7: slayer talent 2: Rogue talent: combat trick. F4: weapon trick: free hand maneuver, Combat trick feat: greater dirty trick.

8: studied target +2

9: ranger combat style 2, sneak attack +5d6. F5: Accomplished sneak attacker, Ranger combat feat: great cleave.

10: stalker

11: Rogue talent: weapon training: dueling sword. F6: Agile Maneuvers.

12: sneak attack +6d6(7d6)

13: Ranger combat style 3, advanced talents, studied target +3. F7: Improved Critical: Dueling sword, Ranger combat feat: Furious focus.

14: swift tracker

15: Slayer talent 6: Assassinate, sneak attack +7d6(8d6). F8: Critcal Focus.

16: slayers advance.

17: Slayer talent 7: Rogue advanced talents: feat, quarry. F9: Bleeding Critical, Rogue advanced talent feat: Improved initiative.

18: sneak attack +8d6(9d6), studied target +4

19: Slayer talent 8: Stuidied ally? F10: Dueling Disciple.

20: nothing.


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EltonJ wrote:

Actually, he's Chaotic Stupid. What is going on is unsettling to me and I think he has only a matter of time before the other players turn on him.

Sins so far:
* Attacked, killed, and ate a tax collector from the Duchy of Urnst (we are playing in Greyhawk).
* Saved a band of psionic gorillas from cholera.
* Impersonated another priest.

He is a priest of Incabulos, and he does a lot of naughty things. In real life, he is training to be a nurse. The player doesn't like the alignment system. This is the first time I had a chaotic evil character in the party and I could use some advice.

You could always give him opportunities to do evil things near npcs who could easily catch him and turn him over to the guards. In my group we typically never allow anyone to play evil in a non evil campaign. If push comes to shove then warn them that eventually if they get out of hand that you as the gm will send characters who have heard of their evil to smite them, or allow the other players to just go off on them as they please when their characters have had enough of their monstrosities. I had a player who often liked to play characters as horrible monsters and even his good characters would act inherently awful or evil. Eventually i sat him down and told him straight up. "If you dont play to the alignment this campaign asks of you or that we talked about you being, then I WILL kill your character and you will either have to drop out of the campaign or play someone new." GM power is final.


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Wrong John Silver wrote:
Halek wrote:

It is one of the strongest curses in the game. If you include an escape clause in your statements such as, I won't do X, but if i do i will do Y. You have infinite divination from level 1. Lets say you are trying to find the lair of a hidden demon. Say "I will not face towards the lair of (badguy name) in the next minute but if i do i shall touch a (insert object here)" Then you just slowly turn and find which direction it is in.

Say "I will state how far it is to the lair of (badguy) or i shall touch (object here)." Then say statements like "The lair is less than distance X from here." If you get sickened touch object and reset. You can divide the area to search by 2 and saying, "The lair is farther than distance (x/2) from here."

Legalistic is straight up a better commune spell at will from level 1 onward.

Does that change your mind on it?

Ha, if I were GMing it, you better believe it wouldn't be played that way.

"Oh, you'll touch that rock if you happen to face the bad guy? Well, you turned around full circle. You did face the bad guy. Did you touch the rock? No? You're sickened. No, I'm not going to tell you when you faced the bad guy. That's not what your curse tells you. Feel free to quote rules at me all you like. That's not how it's going to go down.

Oh, now you want to touch the rock? You said you were going to, but you didn't. Too late."

EXACTLY! I hate when people take little stuff and because it "doesnt" say you can use it a certain way they just try to use to it be cheesy and annoying. God it slows down the game and makes everyone not want to play. What about you Wrong John? Haunted or Tongues?


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Halek wrote:
ViConstantine wrote:
Halek wrote:

Legalistic oracle has no mechanical downsides and you can use the sickened condition if gives you as free divination.

You don't need to lie to bluff and mislead someone.

If you are looking for a curse that does nothing bad choose legalistic.

Legalistic is cute, I like the whole dont lie to people thing. It just never drew my attention as it seemed.....ok? But kind of meh. I dont know, its not a bad curse but I didnt want to call it good either. It just seemed like a flat ok little curse they made to fill space.

It is one of the strongest curses in the game. If you include an escape clause in your statements such as, I won't do X, but if i do i will do Y. You have infinite divination from level 1. Lets say you are trying to find the lair of a hidden demon. Say "I will not face towards the lair of (badguy name) in the next minute but if i do i shall touch a (insert object here)" Then you just slowly turn and find which direction it is in.

Say "I will state how far it is to the lair of (badguy) or i shall touch (object here)." Then say statements like "The lair is less than distance X from here." If you get sickened touch object and reset. You can divide the area to search by 2 and saying, "The lair is farther than distance (x/2) from here."

Legalistic is straight up a better commune spell at will from level 1 onward.

Does that change your mind on it?

No, it just sounds cheesy and annoying from a gm point of view. Also, as the game doesnt specifically say it works in any way like a divination spell at all i will 100 percent guarantee you that my gm wouldnt allow me to use it that way because honestly if it were me gming, id straight up tell you no and to sit down. Cheesing the game with bs is usually a big no no at my table because we use to have a player that did stuff like that all the time and he would slow the whole game down until he eventually got what he wanted. We all banned stuff like that from that point forward.


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Hmmm, interesting idea, not too far from what I had in mind, I was thinking of picking up hospitaler and taking wands of clw or cmw etc. I figured if I did this then I'd have a decent amount of heals to try to hold us over. Our party doesn't have any other spellcasters though so I'm picking up the slack for our lack of a healer. My issue would be what feats and equipment to use to make this build still viable at both jobs. No, I hadn't considered a prestige class.