Spindlelock Servant

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Hi everyone,

We are playing Tyrant's grasp (a fairly hardcore campaign), and last session we opened a glasshouse to find an aggressive moss golem. My wizard succeeded his knowledge check so

I know this:

It is a adamantine golem variant
Immune to all magic (+ constructs immunities)
For ten round, he has a "climbing form" which he can use to follow us is the smallest hole if we try to use its huge size against him to escape
It is a guardian of this place but we don't know what protocol it follows
If a 6th level acid spell (or higher) is used against it, the spell does not work but it still take 10D6 dammage

The session paused just after that when I had to choose wich spell to cast and this encounter really scare me as we are only level 14 and adamantine golem are CR19 and immune to magic.

I will cast a quickened haste and since I have a limited wish prepared I could also cast almost any 5-6th spell (or under) but I don't see which one could help us in this situation :(

For context, the party has:

Me, Transmutater wizzard with a +10 intelligence bonus (so decent dc)
Sword/Board fighter, very simple and high physical damages
Alchemist/Barbarian using a butchering axe under Battlemind Link
My battle familiar polymorphed (deathsnatcher) under Battlemind Link
Spell champion skald who can give use Pounce and is also our archer
Life oracle who had already gave us some buffs (Hunter's blessing)

If you know a spell that would be really helpfull in this situation, please tell me ^^


I forgot to mention it, but as I had to do my level 13 in a rush last session, the DM will probably be ok with me changing my level 13th feat : Quicken metamagic. I am not sure if it is worthy as a feat instead of a lesser rod (expensive I know, but I don't mind keeping my high level slot and having a little more flexibility on wich spell I have to quicken) what do you think ?

Distant spell link and its taxe-feat are the most likely to be retrained, but they let cast personnal and touch spells and my familar at short range, wich can be useful for casting round/level spells like Familiar figment in combat without getting close to the melee, do you think this combo is still relevant or should it be retrain withotu a second thought ? Another option to retrain is Craft woundrous item in the last days of our last crafting session for the whole campaign.

@avr

Yep, my wizard alway stay either in the backline or close to to enlarged/long arm barbarian/alchemist against ennemies with good mobilty. So I more interrested in ways to keep the combat familiar into combat. Because of my high HP, it still has 75hp and is always under [mage armor, shield, bull strength, monstruous physic, false life, mirror images] if I have time to buff it before a dungeon. If it is not buffed (likely in surprise encounter) then I do not waste the time to cast all those buffs on it, I just send it in suicide flanking position to give the teamwork feats benefit to my allies. But spell like Mage armor and shield start to become less effective for its AC to still be relevant at our level. Crafting bracers of armor is the only solution I can think of.

It is a lot of investment in spells, but it effectively give us a 6th player who has decent melle capabilties and can afford to die more easily.

Persistent greater grease is a very tempting idea I must admit, and I did not know the Piercing metamagic. Thos feat are really interresting me, thanks :)

isn't it a bit of a waste to invest into spell perfection if you do not have other feat like spell focus and spell perfection you could normally count for double, or a not a blaster who often use the same spell ? As much as I love to cast a succeful disintegration, it is obviously not my job to do so. Giving a free attack to the butchering axe barbarian with Telekinetik charge as efficient and more succeful.

Yep, I also figured casting twice buffing spells on a duplicate familiar would be a waste of time and spell slot. But I think it could eventually be a good idea to duplicate it nonetheless, just nut buffing him. It would still be a great decoy/flanking buddy (thanks to the teamwork feats) just not a useful damage dealer.

@Rize Kuja

I appreciate your enthousiasm, but I am quite attached to my familiar being the 6th member of the group and giving a helpful hand to my two melee buddies. Plus, wouldn't that make too much retraining ? I will only have 50 days to both craft the wondrous items of the group AND retrain whatever I need to retrain. It is not a lot of time if I have to completely retrain my character concept :/

@Lelomenia

I did not think about it, but it is true I could give a better form to some of my friend, I need to discuss it with them.

As you can see in the first paragraph of my response to avr, I cast a lot of spells on it before entering a dungeon. The practical result is a 6th member in my group, excellent flanking buddy, decent damage dealer and someone else to block BBEG undead to approach the backline (skald archer, life oracle and me).

Regeneration does not work under polymorphy halas, my DM ryle it still prevent it from dying when killed while polymorphed though. And regardless of how high my hp are, it still have only half of it. But as in my last paragraph to avr, you remind me of the spell and now I think I can still have a good use of a disposable unbuffed familiar :)

Wall of force is a good idea for spell perfection, I was not using walls spells until now, you guys are the one who made me realise how useful it would be. But still, I will need to retrain two feat, probably for persistent and Piercing metamagic to get spell perfection at level 15. So I probably can't afford to take Craft rods juste to save a fex thousand golds.

If I compile everything you suggested me correctly

- Buy/craft Annihilation Spectacles to have a little more flexibility, spontaneously changing transmutation spells for other transmutation spells
- Use duplicate familiar, not to have two buffed one, but the main one buffed for melee and the duplicate for flanking/sacrifice
- Use Contingency to have a backup plan in emergencies (do you have idées on what spell to prepare in advance and the trigger ?)
- Use walls, Grease, Reversed gravity and other spells that does not allow spell resistance, preferably with the Persistent metamagic.
- Interresting metamagic feats would be Quicken, Persistent, Piercing.
- If I manage to retrain to have 3 metamagic feats, go Spell perfection at level 15th and use it for a quicken Force wall or a Persistent Disintegration. But if you have other idea, feel free to share :)


@avr

Sadly, my DM said that if I used Reverse gravity, he will murder me as the spell is very complicated for the DM.

Sadly, getting temporary HP will not beneficiate to my familiar HP, and as a wizard, I think I already have more than enough for myself (more than 150 at level 13) ;)

But the contingency spell is a great idea, a little expensive but great!

@Lelomenia

Well, at lvl-15, I would have access to Polymorph any object who would work on undead and transform them into nice permanent armchair. That would work great with Persistent metamagic and spell perfection ... but it would make it a 10 level spell, so it would not work. The more I think about it, the more I feel like offensive spells are only an option for me when fighting a big scary monster (like a giant undead abomination) and a no-go when fighting evil boss (a graveknight literally laughed at my spells).

Are there really not any other options of feats for a high level caster than metamagic or boost to offensives spells ?

I did not know the annihilation Spectacles, letting me spontaneously convert spells as a wizard is INCREDIBLE :o thank for letting me know.

Already thought of the duplicate familiar spell, but then I should recast all the buffs spells on it, shouldn't I ? I cast a lot of spells on my familiar : Mage armor, Shield, Mirror image, Familiar figment, Bull strenght, Monstuous physic, etc ... if I have to recast them, it would be too taxing on how much spells I have per day :/


Hello everyone,

I have reached level 13 of the Tyrant's grasp campaign (hardcore difficulty, ends at level 18, mostly undeads) with my group and realized building my transmutater as originally intended is not gonna do it for the late game (I do not have much experience of the game passed level 12). I need your help to respec some of his feats and try focus my build to be more efficient. We will soon have like 50 days in-game to craft and retrain feats, I think I can retrain 2-3 feat and still complete everyone craft during this time. Here is my character :

lvl 13 Tiefling wizard as it is now

School : Transmutation (opposites schools : Evocation/Enchantment)

Archetype : spirit Binder (I lose all the wizard bonus feats but my familiar can have them and gain the BAB and saving throws of any class it wants, I chose slayer so full BAB, fortitude and reflex and it takes the wizard's will save). Buffed with spell, it makes the familiar a competent melee character, just not a lot of HP but eligible for all the good "personnal" spells.

Familiar: Inevitable arbiter, it has regeneration, flies and is immune to a lot of things (the DM rules that it does not get regeneration while polymorphed but it still prevents it from dying if it takes too much damages)

25pt Stats

Strength : 8
Dexterity : 14 (12+2) + boost from transmutater capacity
Constitution : 17 [+1 at lvl-4] +Belt
Wisdom : 10
Intelligence : 19 (17+2) [+1 at lvl-8-12-16] +Headband
Charisma : 7 (9-2)

The campaign being so harsh, I want as much HP as possible to survive bitter encounters and to give a fair half to the combat familiar) my wizard has double the normal HP from a standard one.

Trait : Transmutater of Korada (+ a campaign trait who gives +1 percpetion and +1 to hit against a foe who hurt my friends last turn)

Feats : R=can be replaced

1 - Toughness
3 - Metamagic reach spells (tax feat) R
5 - Distant spell link R
7 - Improved familiar
9 - Opposition research (Evocation)
11 - Craft wondrous item
13 - Metamagic Quicken
15 - (...)
17 - (...)

Familiar feats :

1 - Replaced : Extra item slot (Amulet)
1 - Replaced : Extra item slot (Shoulder)
1 - Extra item slot (Belt)
5 - Outflank
10 - Combat reflexes
15 - (Seize the moment)

Rest of the group

Barbarian/Alchemist with butchering axe [Melee/Tank]
Fighter TWF (less damages by attack but more attacks) [Melee/Tank]
My combat familiar, not many PV but buffed with lot of personnal spells [Melee auxilary]
Spell warrior Skald (also give good buffs like pounce on the Melee friends) [Archer/Buffer]
Life oracle [Healer]

Strategy :

I am a support mage who buff allies (Bull strength, Enlarge person, Haste, etc ...) and send his polymorphed combat familiar (often in four arms gargoyle but the DM suggested me the deathsnatcher at our level) to assist my melee friends in flanking position as it has Outflank and soon Seize the Moment or to draw away AoO from ennemies with reach (it is often under Mirror images and the Regeneration/Chaos will prevent it from dying permanently). I also use spells like Telekinetik charge (or Flash forward on the familiar) to send my allies to the right place (often a flanking position) or Battlemind link between the familiar and one of my melee friend.

I initially took "Distant spell link" when my spell duration was too short to buff the familiar with "contact" spells before combat. But now it is useless as my spells last for most of the dungeon. I could easily replace this feat and its tax feat by something else.

I was planing to take feats like spell focus and Spell penetrations for my 15tl and 17th levels but I realised recently it would be too late, too little as I am obviously not an offensive caster and any powerful foe at this level has excellent spell resistance and saving throws. The occasional desintegration or Scorching Ray I cast when I have nothing else to do is clearly not my main purpose. But then what ? What feats should I take that will complement what I already do ?

I really need your help and advices to make my wizard based on transmutation/ support/combat familiar more effective at the highest levels of the game, what feats should I get instead of those of 3rd and 5th level and at 15th and 17th ? :) ?

Thanks you very much for reading me ^^


Quote:
Also, keep in mind that a Net is easily destroyed just by inflicting 5 damage to it. I'd invest in some Tangleshot Arrows instead of nets. While the DC is very poor, the Entangled condition is applied even if they make the save and it lasts for 2d4 rounds.

It seems the rules for net lacks some precision about how to destroy it. I have read a few subject on the matter and most people suggest either :

Spoiler:
"Attacking it" requires a Sunder maneuver (except it is not against something helds by your opponent but by yourself) wich would probably trigger aoo and would disable the first attack at full BAB of a full round action.

or

"Attacking it" require an adequate weapon, so an ennemy without slashing damages would be forced to use the other 2 options (Escape artist or Streght) or take the penalty.

Quote:
Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.

The Net use is more for RP and originality reason than true efficiency (but I think it can still be very efficient, and unlike the tanglefoot arrow there is no save). I love the idea of Spell specialisation but I am not sur if burning a feat and delay everythin else just to boost a single domain spell in minutes/lvl is wort it. But thanks you anyways for these greats suggestions :D


Thanks you for your answer.

I didn't know this item :o

But the more I think about it, the more i realize the Trickery domain as little to offer except somes good spells. The Chaos domain however has an exceptionnaly good power but terrible spells. The best thing would be to take Trickery and Madness as main domain and switch trickery powers for chaos powers at level 8. But that means no chaos touch until level 8.

I think I will take the Lantern king as a deity (chaos and madness) and beg my GM to let me swap one the grippli situational racial trait for Fey thought to get Sleight of hand (it is a thematic trait with the lantern king).

Domains appart, do you think of any other feat who will beneficiate this cleric ? I didn't really see a magic school patern in the good bad touch spells so i dont know if Spell focus would be of any help ....


Hello everyone,

Recently, I was reading Tark's big book of clerical optimisation and the chapter about the bad touch cleric got my attention. From this and a little personal réflexion, I have made two characters for a "Bad touch" Cleric with reach but I can't decide wich one is the most efficient.

Both are based on a 20pt buy

The human whip master - Cleric of Calistria (aka Joseph Joestar):

S 10
D 13
C 14
I 10
W 15+2
C 14

1 : Channel smite / Guided hand
3 : Versatile channeler
5 : Weapon focus (Whip)
7 : Whip Mastery
9 : Heavy armor proficiency

Domains : Chaos and Trickery (Deception)

Variant channeling : Revenge

Skills : K. Religion, Diplomacy, Sense motive (2 traits available)

With 15ft Reach and (as quickly as possible) a conductive weapon, this one goal is to use revenge channel smite and conductive property for chaos touch. He has a good reach but cannot use his spells with his whip (unless the spell storing property). But has a better constitution and healing capacities. The whip mastery is just to be sure he can do something if forced to engage in melee (boosting his dammage with one way or another).

_

The grippli tongue master - Cleric of Calistria/Groetus (aka the mad frog):

S 11-2
D 14+2
C 12
I 12
W 16+2
C 10

1 : Agile Tongue
3 : Weapon Finesse
5 : Net adept
7 : Lunging Spell Touch
9 : Piranha Strike

Domains : Chaos and Trickery (Deception) OR Chaos and Madness (by being either a separatist of Callistria or a follower of Groetus/Lamashtu/Lantern king)

Variant channeling : None

Skills : Stealth (Trickery), Sleight of Hand (trait), Perception (Trait) (0 trait available)

This little guy can use his tongue for everything a Bad touch cleric need to do (either domain powers or magical touch attack) at 10ft reach first and 15ft later (if a servant of Calistria, I love the fact he consider his tongue as his god's favorite weapon). When unable to cast an useful spell, he can either engage into melee with his agile sickle or throw a net on a medium or smaller foe. The disadvantage over the other build is his lesser constitution and channel capacity. Also, for rp reasons I give him some roguish skill (I mean, he's small anyway with a thievy tongue) but at the expense of both his traits.

_

I like the grippli a little more but can't decide wich second domain is worth taking : Trickery or Madness (suggesting aither a separatist or a different -mad- god) ?

Don't hesitate to give me your opinion or advices on feats choice :)


I disagree:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Toughness Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

I have indeed saw a few topics where everybody seem to repeat the same thing but without any valid argument why.

The familiar rule states that : "HP = Hit dice + Constitution" became "HP = Half Master's Hit point and Master's hit dices for every other effects".

A feat is another effect, by RAW is see absolutely no reason why it wouldn't work.

But that's not the point :)

Martial focus seems really nice as he offer +1 damage on every attack for a creature who will have a lot while polymorphed. On the contrary, I have not seen any really interresting weapon mastery feat for level 15, do you have a recommandation ?


Martial focus is a really good idea thanks :o

But the Arbiter missing both neck and belt slots, I think I may need 2 Extra item slot feats, at first for an amulet of mighty fist I hope to loot at some point, lately for a belt of either Dexterity or Strength (but with all the long durations buff I can cast at this poin - Idealize + Transmuter of Korada - I am not even sure it is necessary).

Arbiter• (eyes, hand, headband, wrist) and they can wield short sword it seems.

Favored classe (due to archetype) : Slayer (full BAB, full Fortitude and Reflex, full Will from the wizard master)

1 : Toughness / Extra item slot (both replace Arbiter initial 2 feats)
5 : Power attack
10: Martial focus (Naturals)
15 : Extra item slot (Belt or maybe ring ?)

Headband : (no idea, the Shifter headband seems unfit for the familiar)
Eyes : Eyes of the Eagle (with Perception as a class skill and not me, the familiar is better suited for this I think)
Neck : Amulet of mighty fists (Holy ?)
Wrist : Bracers of armor (need to discuss the RAW / RAi problem while polymorphed)
Hand : Gloves, Deliquescent (don't know if i can activate them to refilt while polymorphed)

Does that seems right ? :)

(I could take the spell focus feats at higher level to take Craft wondrous item earlier (lvl 9), IF the campaign let me craft nything of course)


Thanks, that's reassuring

What do you think of the feat choice ? That's my second concern as I don't have a lot without the bonus ones ^^'


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(English is not my first language, sorry for weird phrasing)

Hello everyone,

I am going to begin the Tyrant's grasp next week, the GM told us it would be hardcore si I am coming to you for advise as I need to optimise my build. Our group will conssist of a Life Oracle, an Urban Ranger, a Pole Fighter, a Vivisectionist/Barbarian and me a Spirit Binder Wizard (I will fight buffing and polymorphing my familiar while still providing spells in the back).

This guide was my inspiration for this build

The DM also told me that familiars and any other companions on this campaign will not be available until level 5 minimum, mostly level 7. (I can still provides buffs and spell to my teamate, great polymorphing spells arrive at that level anyway)

Here's my build:
Zélos (and his reincarnated sister Niké)

Class : Wizard (Archetype Spirit Binder)
Race : Tiefling

School : Transmutation (Enhancement)
Opposing schools : Necromancy, Evocation (or Enchantment, I am not sure)

Traits : Transmuter or Korada (Bull's strenght) / Lawbringer (campaign trait)

CHARACTERISTICS :

25pt point buy

Strength : 8
Dexterity : 14 (12+2)
Constitution : 17
Intelligence : 19 (17+2)
Wisdom : 10
Charisma : 7 (9-2)

The campaign will reach levels 17-18 if I understood correctly, so that means +4 stats progression / "+4 physical enhancement bonus" from our specialised school.

Lvl 4 : +1 Intelligence (20) / "+1 Constitution" (18)
Lvl 8 : +1 Constitution (18) / "+2 Constitution" (20)
Lvl 12 : +1 Intelligence (21) / "+3 Constitution" (21)
Lvl 16 : +1 Intelligence (22) / "+4 Dexterity" (18) at this point, I'd probably have got a Constitution Belt +6 (24)

so stats by level 17 should be like this :

Strength : 8
Dexterity : 18
Constitution : 24
Intelligence : 28
Wisdom : 10
Charisma : 7

FEATS :

The archetype replace the wizard's bonus feats to his familiar instead, it also sacrifice the scroll free feat for the ability for the familiar to chose the old favored class of his soul, giving him the BAB and save of this class (obviously Ranger or Slayer).

1 : Toughness
3 : Reach spell (or Extended spell)
5 : Distant spell link
7 : Superior familiar
9 : Spell focus Transmutation
11 : Idealize
13 : Quicken spell
15 : Craft wondrous item
17 : Greater spell focus Transmutation

Craft at lvl 15 is probably too late but apparently the campaign doesn't offer the possibilies to craft/buy until the end of the 4th book.

1 : Toughness / Flyby attack (Arbiter)
5 : Power attack
10 : Hammer the gap
15 : (no idea yet)

The archetype is mostly for the excellent BAB and save for the familiar, losing bonus on the wizard feat hurt a little nevertheless

The main reason for me to ask you help tonigh is my choice of familiar.

Animal :

Compsognathus : Initially I was going with a mauler version of this one but being a very exotic animal (and without the possibility to take it at lvl 1 with a RP explanation [spoiler everyone die ate the beginning]) I am not sure I can find one in this campaign (apparently the visit to the magic mall is not going to happen soon either).

Fox : They also make great mauler and would be far more easy to find in the Last Wall area where the campaign take place. But there is not a lot of savor or special abilities to it and its bonus (+3 reflex) is less tempting than the Compsognathus (+4 initiative).

Superior :

At least I can summon one so I don't need to go looking after the right animal, especially if this is not a great time for fox hunting in the story.

Arbiter : My main source of concern. My DM told me that - for him - if she dies while polymorphed and I cancel the spell within a few rounds, its regeneretaion/chaotic will kick in again, making her very resilient. With that and all the constructs immunities it has, it look like the best possible choice for her to cheat death. But ... can I cast all my buff spell on an Inevitable Arbiter familiar ? (because of his nature) There is also the problem of item slots (the arbiter lacks Belt and neck who are very important for him but I suppose I could give her the Extra item feat or does that not work like taht ?

The Nycar offers quite a similar option with its regeneration/cold iron, but has the default of not having as much utility of the Arbiter (no immunities, no communication, no fly, no shortsword, etc ...)

I would really appreciate any opinion on the subject :)