Jeva

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Organized Play Member. 13 posts (18 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters.


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I think by 'evil for the right reasons' you mean evil for justifiable reasons. Like the villain in Black Panther....however, once you're done you've still just made a villain in the guise of a PC. He may think he is a hero but has lost all sense of what is going to far.

I think you need to define 'evil' a little more clearly for us to answer your question. The thief who steals from a family knowing the family will starve because of it is evil. The serial killer who stalks his victims and tortures them is extremely evil. Just as is the warlord who raizes villages and rapes and murders whenever he feels like it.

There are of course different levels of evil. If that thief was already desperate and starving then he may just be extremely selfish which may warrant a neutral alignment.

Just where in that spectrum do you want to fall?


Lelomenia wrote:
I’d go with (1) if you’ve always wanted to do it. As an aside, I’ve always wanted to tack a cleric level onto a monk 1/brawler 2 build to be able to brawler flurry with a falchion or great sword or some such. Or a bow.

Kensai Magus 1 instead of cleric would net you both exotic weapon proficiencey (or not-exotic if you wished it) and Weapon Focus in the weapon.

Thanks for the input as well!


avr wrote:

A 4th level magus has come into its own IMO. Maybe 5th given the extra tricks with arcane pool then. Saying it doesn't do so until 9th suggests you're missing something or things.

I think your first option would work, and if you've been thinking about it for a while I expect you have an idea or two about how to roleplay it, which would help as much as any mechanics.

You have diminished spell casting and have (okay,it's just worthwhile IMO) to burn a feat on light armor proficiency with the Kensai magus and I'm not sure it's worth the things you get to replace it with until then. However, I may just be selling it short.

Seriously, thanks for your input!


I have a game starting on tuesday and I've got 3 different builds I am struggling to choose from. The game master is being generous with 34 attribute points to buy stats and the race I am taking is from the Obsidian Twilight setting. The race is a Harrowed and gets ridiculous stats including +4 Str, +2 Con, -2 Cha, +4 to a bunch of saves and +1 to hit/damage on undead.

All three options I have been toying with for years and the first two really benefit from that extra strength. We're starting at 3rd level but I have built them out to 9th.

Option 1: Multi-classed Monk (Monk of the Iron Mountain & monk of the four winds) 2/Fighter (Weapon Master or Mutation warrior) 4, Brawler 2, Shadowdancer 1. If we make it past 9th level (there is a reasonable chance of this) I will take another level of Shadowdancer then segue into horizon walker and/or Stalwart Defender.
Pro: This one has been rumbling around in my head the longest and I
really want to see if I can make multi classing work by cherry picking
and making sure my BAB never dips below 3/4. This build gets a feat at
all but two levels (I'm counting the one you can change on the fly from
brawler) and excellet saves. Plus evasion and uncanny dodge at 10th
Con: It might fail completely and I'll be stuck with a sucky character.

Option 2: Two-Weapon Fighting Mutation Warrior all the way. I have always felt that fighters make the bets two-weapon fighters and the extra strengh from race and Mutagen will easilly shore up that -2.
Pro: I'm sure this one will perform well
Con: it's a bit of a one trick pony and I may get bored with it

Option 3: Kensai Magus all the way.
Pro: I'm sure it will perform well
Con: It won't really come into it's own until around 9ish

Which do you think you would go with?


This has probably been asked before but if you had to choose one spell as the BEST/most powerful spell for general purposes in the game, which would you choose?

I choose Time Stop.


Accidently double posted this. Please see the other post.


One more thing, he will be using a +1 Keen Katana....crit range of 15 or higher. If he gets that off on any of them with the spell strike it is unlikely they will survive (32 damage minimum). Just kind of realized that. Might change the weapon due to that.


Saves are Fort 13, Ref 9, Will 11. With haste and arcane pool going and spell strike he'll have 4 attacks at 16/16/16/11 for 1d8+7 damage or 1d8+10 on later rounds with spell strike. The spell strike attack will be have another 5d6 damage from shocking grasp. The attack bonuses above aren't including any negatives he might take in order to improve a concentration check.

The battle will likely take place on a deserted night time city street or possibly a roof top (depending on what the players do). Assuming the battle is in the street he will use the dimension dervish feet to attack 4 separate PCs and use the remaining movement to teleport either to a roof top or inside a building. He can do this 3 times before running out of dimension door spells. During one of his roof top excursions he will use Vomit Twin (and thus be able to jump back up there if he gets into trouble).

The party and the magus will start aware of each other (will probably talk first) before the fight begins. He has the shield spell but will probably only use it if they start magic missile-ing him while he is on a roof top. The AC above does not include haste which will bump it up to 23, 27 with shield. There are two fighters in the party and I know one of them can hit the 27 on a nine without buffs.

They don't have to kill him to defeat him, if they can get him down to half hit points or more he will teleport away.

The party consists of two fighters, an alchemist, an oracle, two rogues, a witch, a wizard and a bard. Armor class is all over the place (from 10 all the way up to 21) but at least three of them have an AC of 17. Three of them have hit points in the mid 30's the rest are in the mid to high 40's.


Strength Kensai magus with AC 22, 121 hit points with no Shocking Grasp or Frostbite tricks. He will use shocking grasp as a damaging spell but it is not optimized (straight 5d6 only). With Samsaran cheese he has dimension door as a third level spell and with the dimensional line of feats will try to do the Nightcrawler bouncing teleport attack thing on them.

What I need to know is if you think the party will have a chance against him or not. This is the largest group I have GM'd for and I'm a little out of my element. I am aiming for a challenging fight without killing anyone (that doesn't do something stupid anyway).


Strength Kensai magus with AC 22, 121 hit points with no Shocking Grasp or Frostbite tricks. He will use shocking grasp as a damaging spell but it is not optimized (straight 5d6 only). With Samsaran cheese he has dimension door as a third level spell and with the dimensional line of feats will try to do the Nightcrawler bouncing teleport attack thing on them.

What I need to know is if you think the party will have a chance against him or not. This is the largest group I have GM'd for and I'm a little out of my element. I am aiming for a challenging fight without killing anyone (that doesn't do something stupid anyway).


Gluttony, I bow to your Pathfinder Fu and hereby refer to you as Sensei Gluttony. Thanks!

I appreciate your suggestions too Rynjin!


I have an encounter in mind where the player characters come to a room that is 120 feet long, 45 feet wide and and 30 feet from ceiling to floor. The bottom 15 feet of the whole length of the room is cloaked in a permanent deeper darkness. The entry and exit to the room open up 15 feet over the floor just above the darkness. A stone pathway has been constructed at that level that spans the whole length from entry way to exit which rests on stone pillars (which are not visible thanks to the darkness). Three 10 foot sections of the pathway are missing but wooden planks have been placed over them allowing passage. The last 10 feet are a permanent silent image that looks like the last 10 feet of the bridge is whole (but actually never existed).

The original creators of the room intended it as a sort of extended pit trap but the trapped lengths have long since been triggered. The floor of the entire bottom of the chamber was lined in spikes but an unusually intelligent ogre has discovered the complex and cleared a path through the spikes all along the length of the pathway so he can use it to create ambushes. He has a way of seeing in the darkness and hides in the pit. After the characters have committed to the pathway (unless they figure out a better way to get across)he will (quietly as possible) remove the first 10 foot stone of the pathway behind them. If they don't see his hands reaching up out of the dark to do this then he will move to the last wooden plank, wait for a couple characters to get on and yank the planks out from under them. With the party separated he will work on the blinded and injured ones on the bottom and then worry about the rest.

I'm not totally evil...the players have a magic item they got at level one that will cast a daylight spell 1/day. If they remember they have it (they will be level 4-5 when this encounter happens) they can use it to dispel the darkness.

My problem is that the only way I figure out a way to give the ogre a way to see in the deeper darkness is to say give him a magic item that grants the effects of the Echolocation spell but only in that one room. I would rather figure out a way to give him blindsight or some other method of seeing in the pit but I can't think of way how without making him to high level for the encounter.

Any one have any ideas?


I'm going to be playing a lot of PFS soon and here is the build I've come up with:

Race: Aasimar with Angelkin heritage
Stats: Str 17(+2 from race=19), Dex 12, Con 14, Int 12, Wis 7, Cha 14 (+2 from race =16)
Traits: Magical Knack and one that gives +2 Initiative or +1 Will

Level 1: Paladin (Oathbound: Oath of Vengeance, Favored), Feat: Toughness
Level 2: Paladin,
Level 3: Sorcerer, Feat: Arcane Strike
Level 4: Paladin, +1 Str
Level 5: Paladin, Feat: Arcane Armor
Level 6: DD,
Level 7: DD, Bloodline Feat:Improved Initiative, Feat:WF Great-Axe,
+2 Str
Level 8: DD, +1 Str
Level 9: DD, Feat:Power Attack, +2 Str
Level 10: DD, Bloodline Feat:Blind Fight
Level 11: DD, Feat:Arcane Armor Mastery, +2 Con
Level 12: DD, +1 Str

Any advice at all?

Should I drop a level or more of DD for another level of Paladin (or more) for Divine Bond and other Pally goodness?

Any Ideas for better feats? Bards are cool but I prefer Sorcerer.