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 ^^


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 ^^


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 :)


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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 :)