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Have you checked Daring champion archetype for cavalier ?
As human, you can get weapon focus (rapier), weapon finesse, fencing grace at first level and still get another feat to choose at 3. ![]()
Onyxlion wrote: Hunters are better going melee than ranged. ekibus wrote: why is that? Look at the teamwork feats you get for ranged attacks : coordinated chargeenfilading fire distracting charge So if you send your companion charging and it is flanking your foe, you get +6 to hit, if it is not flanking you only get +3. After first round , your bonus to hit falls to +1 and your companion bonus falls to +0 until it flanks your foe. Compare that to melee hunter :
You and your companion charge, you got +6 to hit your foe. For the following rounds, you and your companion got +4 to hit (you are flanking foe when you are adjacent to your companion, no need to spend rounds moving around large or larger foes). Add coordinated charge after lvl 10, and you get charge as an immediate action when your companion charges, allowing you to get full attack at your turn. So at best, a range focused hunter is equal to a melee focused one, in all other cases, he's weaker. PS :
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I have a problem to understand how this feat works.
Hunter tactics allows me to give my teamwork feats to my companion : Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats. And i took Horde Charge as my lvl 3 teamwork feat : Horde Charge (Teamwork) (advanced race guide) When you charge with an ally, you are more deadly.
Benefit: When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition to the normal bonus for charging. If you can make multiple attacks on a charge, this bonus only applies to the first attack. So my question is :
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This is the character i'm playing atm, just to give you another option : human sorcerer (crossblooded arcane/stormborn) 1 eschew materials, point blank shot, reach spell
traits
Bloodline Arcana: Whenever you cast a spell with the electricity or sonic descriptor, increase the save DC by 1. Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat. ![]()
For this playtest, we used 5 small scenarios lvl 3, 5, 7, 9 and 12 (same ones used in our previous playtest). characters used for this playtest : hunter:
human 1 Animal companion, animal focus, nature training, orisons, wild empathy, point blank shot, precise shot
slayer:
half-elf 1 Favored target, track, exotic weapon proficiency (elven curved blade), weapon finesse
warpriest:
elf 1 Aura, blessings (fire - fire strike, healing - selfish healer), focus weapon (elven curved blade), orisons, sacred weapon, weapon finesse
bloodrager:
dwarf 1 Bloodline (destined), bloodline power : destined strike, bloodrage, fast movement, steel soul
Results of our playtest : Hunter:
The hunter is a good 5th or 6th character, someone you won't pick in your team unless you have all other jobs already filled. This class have two main problems : he uses weapons but have 3/4 BAB, he casts spells but his DC is too low and he get spells too late for their levels. With 3/4 BAB, using weapons is not a good idea, except if you can buff yourself. Cleric and bard spell lists are full of buffs to increase to hit chances of the caster, druid spell lists doesn't. The hunter have no way to increase his to hit chances. He's ok against low AC opponents but as soon as you meet opponents with high AC, the hunter becomes less useful in fight, and he can't rely on his spells to do damage. druid spell list contains lot of utility spells, some defensive buffs and damage. It doesn't contain a lot of offensive buff to increase to hit chances (only cat's grace and aspect of the wolf and both overwrite animal focus limiting this class feature).
animal companion :
precise companion :
animal focus :
woodland stride :
dead levels :
We liked the idea of this class, the feeling, but there is something missing : a better pet (able to survive more than 2 rounds), an ability to increase his to hit chances or the DC of his spells. Actually, we see no reason to take a hunter over an archer druid (who got the same pet, better spellcasting, same to hit chances, better versatility with more spells, higher lvl spells and wildshape) or a ranger with boon companion (better to hit chances, spells with utility and buffs offensive and defensive, better hps, less spellcasting but more versatility).
Slayer:
We found no real problem with this class (maybe open all rogue and ninja talents to slayer), the player had so much fun playtesting this class that he wants to switch his character in our adventure path for a slayer. Warpriest:
We found only two problems with the warpriest : sacred weapon damage and blessings. Sacred weapon damage is nice if you use a light or one handed weapon. If you use a two-hand weapon, it's useless : for example, the greatsword got nothing from this ability up to level 20 while a dagger will see its damage upgraded from level 1.
Blessings
small problem : healing with fervor.
The player had lot of fun playing this class, and it proved far more useful than first version.
Bloodrager: The player wanted to make a bloodrager resilient to spells so he took dwarf, steel soul, the bloodline destined and feats to resist spells and this worked well (against spells he add +10 to REF and WILL saving throws, and +8 to FOR saving throws). Blood Sanctuary :
Bloodlines :
Spell list :
This class is nice, fun but looks like too much like the barbarian. Uncanny dodge, improved uncanny dodge, DR could be removed and replace for something else (maybe evasion, improved evasion).
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preamble :
lvl 3 scenario:
PCs are living in a small group of houses, that you can hardly call a village, not far from a big town. This village is full of foresters and their family. For several days, a group of bandits decided to attack all merchants moving through the forest and cut the road between the town and PCs' village. Many supplies are running out, so the PCs decided to investigate and put a stop to the activity of this group of bandits. After several days of search in the forest, they found one group of bandits. After a fight against enemies hidden in trees or behind bushes, they interrogated prisoners. They learned that this group is just part of a bigger group living in a cave. They walked there and eliminated the bandits in this dungeon of 4 rooms. They found evidences that this group is lead by someone hidden in the ghost market and that this bandits orders are to cut commercial roads to the nearby town and make city guard patrols run out of town as often as possible, but no fight against city guards. PCs decided to go to town to learn more about this ghost market and the leader. lvl 5 scenario:
Once in town, PCs decided to be separated in two groups to learn informations : one went to the city guard, showed the evidence found in the cave, other group investigated in town, talked to people to understand how works underground market in this town (maybe ghost market is just the name of the underground market in this town). They both learned that the ghost market is really the name of the underground market and even found someone ready to show them entrance to the market for a "fair" price. Once inside the ghost market, they investigated to find the boss of the bandits, missed some social interactions with NPCs and fought several fights they could have avoided but they found the location of the boss. they fought him and his minions. Once captured, he explained he's working for 3 merchants who want to make a coup and take power. While the PCs are bringing him to the city guard, they walked near the river which runs in middle of the town. The boss jumped in water and disappeared under water. As no PCs took ranks in swim, they watched him swim, cursed against themselves and decided to investigate the 3 merchants case. lvl 7 scenario:
The PCs decided to visit the houses of the merchants, where they work and to follow the merchants for one week. They began by following the merchants and found nothing, then they visited the storehouses (6 small dungeons of 3 rooms with no real dangers) and found nothing. So they decided to visit the 3 houses in the same night to prevent warning between the merchants. They visited the first house (dungeon of 10 rooms, full of traps), this house is just a decoy for enemies of the merchant. They found the real house (dungeon of 4 rooms) but no evidence or information. Second house (dungeon of 8 rooms) was a piece of cake, no real guards but still no evidence of information. Third house was harder (dungeon of 6 rooms). This merchant have human guards and undead ones with a necromancer wizard as chief of security. The necromancer, once captured, explained that he didn't know anything about this coup, but that his employer talked about something big in two days when the night falls. PCs went to bed, they decided to explain all this to the city guard in the afternoon. lvl 9 scenario:
After sleeping, the PCs walked in the streets to the city guard building when they heared shouts and cry. They ran and found a troll, 3 city guards dead and people injured. They attacked the troll. After the fight, they learned that around 20 trolls are free in the city and destroying everything, killing people as if under rage. The PCs ran through the whole city, fighting trolls all day long and most part of the night. In the morning, they decided to investigate this attack on the city and begant to collect informations about spellcasters with enough power to charm trolls. They found that outside the necromancer they already fought, only 3 spellcasters are powerful enough to be responsibles of this attack, but none is strong enough to have done this alone. After research, they found where this spellcasters are hidden (dungeon of 6 rooms), fought them and discovered that this spellcasters used the trolls as a decoy to prevent city guard to act while they tried a coup against the noble leading the city. The spellcasters wanted to prevent the noble to join church of asmodeus, to sacrifice innocents and to open a portal to Hells. lvl 12 scenario:
With this knowledge, and the information learned from the necromancer, the PCs went to rest to get their spells back and attacked the noble castle to stop opening of the portal before the night. The final battle was a big battle royal with the PCs, the noble and his guards, clerics of asmodeus and devils who entered this plane through the portal, and the merchants and their payed assassins. Every group fought all other groups and fights went to all rooms of the castle. At the end of the fight, PCs had closed the portal, killed the noble, the clerics of asmodeus, put under arrest one merchant (others were dead), created an office of mayor and ran away of this corrupted city to go back to their village and back to their family and peaceful life. This is our group of characters for the playtest human oracle (metal, tongues) 2/bloodrager (aberrant) 10
Spoiler:
1 curse : tongues, revelation : armor mastery, tribal scars (raptorscale), extra revelation : dance of the blades 2 oracle bonus spell : lead blades 3 fast movement, bloodrage, bloodline power : staggering strike, power attack 4 uncanny dodge 5 raging vitality 6 bloodline power : abnormal reach, bloodcasting 7 improved uncanny dodge, iron will 8 bloodline feat : combat reflexes 9 DR 1/-, bloodline bonus spell : enlarge person, arcane strike 10 bloodline power : aberrant fortitude 11 bloodline feat : improved initiative, improved critical (falchion) 12 DR 2/-, bloodline bonus spell : see invisibility elf barbarian 2/bloodrager (fey) 10
Spoiler:
1 fast movement, rage, fey foundling 2 rage power : ground breaker 3 fast movement, bloodrage, bloodline power : confusing critical, power attack 4 uncanny dodge 5 raging vitality 6 bloodline power : leaping charger, bloodcasting 7 improved uncanny dodge, iron will 8 bloodline feat : combat reflexes 9 DR 1/-, bloodline bonus spell : entangle, arcane strike 10 bloodline power : blurring charge 11 bloodline feat : improved initiative, improved critical (elven curved blade) 12 DR 2/-, bloodline bonus spell : hideous laughter human fighter 1/warpriest (erastil, blessings : good, plant) 11
Spoiler:
1 point blank shot, precise shot, rapid shot 2 blessing (good - holy strike, plant - name unknown maybe entangle strike), focus weapon : longbow, bonus feat : deadly aim 3 channel energy, improved initiative 4 bonus feat : blind-fight 5 sacred weapon, combat expertise 6 7 bonus feat : moonlight stalker, toughness 8 sacred armor 9 extend spell 10 bonus feat : manyshot 11 blessing (good - battle companion, plant - battle companion), improved critical (bow) 12 human fighter 1/skald 11
Spoiler:
1 point blank shot, precise shot, rapid shot 2 bardic knowledge, raging song, scribe scroll 3 well-versed, deadly aim 4 rage power : reckless abandon 5 toughness 6 spell kenning 7 rage power : lesser spirit totem, improved initiative 8 lore master 9 manyshot 10 rage power : unexpected strike 11 dirge of doom, improved critical (bow) 12 Here is what we can say about this playtest : Bloodrager Nice class but which caster level is a bloodrager ? As this class seems to work like paladin and ranger, we ruled its caster level to be bloodrager level - 3. We haven't found if bloodragers can cast spells out of bloodrage, so we ruled they can. Bloodlines are good, except some are weaker than others. Fey bloodline is clearly under-powered with other bloodlines (check lvl 8 ability and arcane bloodline lvl 4 ability as an example). Bloodlines should be revamped to be around same power. Bloodragers should be able to forget some spells and learn new ones maybe every 3 or 4 levels after 4th. Bloodragers have a problem with their spells : not enough out of combat ones, while combat ones are not that great to use. If bloodragers could have something like spellstrike from magus, or something like blessing of rune (spell-storing weapon) from warpriest usable 3 + cha bonus per day, it would resolve their problem. Bloodragers don't really need DR, uncanny dodge, improved uncanny dodge, they have spells way better than this abilities. We think they should be traded for blessing of rune (spell-storing weapon) from warpriest. Warpriest Hum ... warpriest seems like a cleric under anti-steroids : traded spells for feats, channel energy is too weak to heal people and to damage undeads, lvl 10 blessings need more diversity (our warpriest took erastil and all lvl 10 blessings are the same : battle companion; animal, good, law, plant got the same one). If warpriest are losing spells, channel energy and got domain-like blessings but with less diversity, they should get full BAB for the favored weapon of their god and/or spontaneous casting in addition of the feats. Other than that, the class seems to do its job, weaker than a cleric, but still works. If the class go to print like that, no one in our group will play it and will play a crusader cleric instead. Skald Nice archetype for the bard, but not that great as a new class. We still are trying to find what this class brings that a bard doesn't. Skald need a new list of weapons usable, the one they have actually feels too much like bard and not enough like barbarian (a skald with a rapier or a whip ??? please no).
How works raging song with bloodrage ? Other abilities of skald work nicely. This playtest took 5 evenings and we stopped our test at 12, so we can't talk about high levels and capstone. sorry. ![]()
In an AP, i would love to see :
Well all things we can find in CotCT but improved, enhanced, and with more challenges to players intelligence and characters skills and powers. ![]()
Are you more wizard than fighter ?
But you're build suggest you're going FIGHTER/wizard :fighter 4/wizard 5/eldritch knight 6
As fighter/wizard, there are spells that are a must-have :
You have a full arcane caster in your group, so leave him utility spells like identify, summon monster, rope trick, ...
Here is your spell list as you should have it as a FIGHTER/wizard (i limited myself to PHB): 1st level :
2nd level :
3rd level :
4th level :
Anything else than this spells is a bonus but this list is what you must have as a fighter/wizard with a full arcane caster in your group. ![]()
best way to camp in a dungeon : rope trick.
Our DM have a simple tactic when we do stupid things like resting in a dungeon without rope trick : he look at us with a weird look meaning "s$ they have to create new characters and i need to find a new way to make them finish this campaign" and ask us : "ok, who's the first to die euh i mean the first to take watch ?"
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If you're flat-footed, you lose dex, dodge bonus and this defending bonus as you can't take a free action. So AC drops a lot. Dragotha got arcane strike to increase his attack and against a flat-footed or a stun character he can easily hit.
And this kind of AC is all about situation. Against a brilliant weapon it drops to 17, same against incorporeal. Touch AC is 17. And if you want to make me run, throw a pack of rust monsters. With the money burned in this armor, i don't want them to destroy it. But i stop to hijack this thread. I explained why i think heavy armor is far from useless. I showed an example of high AC with a heavy armor and explained how it works (even if you're not agree about defending bonus, it's still a 48 AC).
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Kendrik, Lion of Ratik wrote: nor would i allow the alter self and amulet of natural armour to stack It's in the rules. Troglodyte form (via Alter-self) gives you a natural armor bonus, an amulet of natural armor gives you an enhancement bonus to natural armor. The rules say it stacks. Another example : +5 full plate. Full plate gives you an armor bonus, +5 gives you an enhancement to armor bonus. It stacks.So if you don't allow alter-self + amulet of natural armor to stack, you can't allow armor + magic armor bonus because they follow the same rule. Now how to get alter-self and a full plate ?
I want to add something else i have not seen here : touch AC and flat-footed AC.
There are feats to increase your touch AC, i know none to increase your flat-footed AC (i'll be happy if someone can tell me which feats do it). And we begin all fights flat-footed until we acted.
I am not saying heavy armors is UBBER and everyone should worn one, i am saying heavy armors are far from useless. ![]()
Jim Helbron wrote: This is simply someone looking to powergame his/her AC so as to become almost invulnerable. No character wants to be hit, but if you're all but guaranteed to NEVER be hit, where is the suspense or, for that matter, fun? Personaly i finished Age of Worms with this AC : 10 base+13 armor bonus (+5 full plate) +5 unamed bonus (+5 defending armor spikes) +7 shield bonus (+5 heavy steel shield) +5 unamed bonus (+5 defending shield spikes) +6 natural armor bonus (alter self in troglodyte) +5 enhancement bonus to natural armor (+5 amulet of natural armor) +1 dex +5 deflection bonus (ring of protection +5) +1 dodge bonus --- 58 AC And i was hit nearly every round. At high levels, to have a high AC is not a way to become invulnerable, it's just a way to reduce the number of time you'll be hit, and be sure that monsters will hit you.
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Xellan wrote: As for the Greater Magic weapon ploy... "Does not stack" does not mean "Does not work". It simply means that the higher of the bonuses is used, instead of adding together. yes, that's the idea. A +1 weapon got an +1 enhancement bonus.If a cleric casts greater magic weapon on it, it got a +5 enhancement bonus. As both are enhancement, only the highest works. So you got a +5 weapon for the price of a +1 weapon and a spell from your cleric. ![]()
The Black Bard wrote: Regarding the defending armor spikes, it would work, but you would have to attack with them if you wanted to convert their bonus to an AC bonus. Where is it written that you have to use the weapon to get the bonus to AC ? Unless i am wrong, it's just written that you have to choose to switch enhancement to AC before you use, not that you have to use the weapon.![]()
In our game we use heavy armor, because you need to have a high dex to beat +18 AC (+5 heavy full plate with +5 defending spikes).
But i think all depend on the campaign you're playing. ![]()
You were 3 characters ECL 22 against a monster CR 22. Your DM choose weird tactics for the dragon (staying on ground instead of flying, cast darkness when you teleport in front of it instead of full attacking you) and he decided duskblades are broken and should be forbidden. Does he know that a wizard can kill it faster, alone and around 13th level ? he just have to be in melee range and touch it with shivering touch. So will he ban wizards ? Does he know that some characters can stay in an antimagic field all day long and keep their buffs and magic abilities of their weapons ? Will he ban this classes (wizards, sorcerers, clerics, ...) because they will easily destroy a dragon staying on the ground ? IMO, duskblade are balanced and should be banned if you find it overpowered after doing many sessions of play and with many different situations (fight, diplomacy, intrigue, ...), not after a fight with weird tactics. ![]()
At high levels, a fighter/wizard (or "gish") like the duskblade is better if his magic helps him with buffs instead of damage. I have played a gish for more than one year now, and i have fought NPCs who had the feat staggered strike (limits you to standard actions only, no full attack), the feat mage slayer (and the 2 other anti-caster feats) preventing you from casting in melee, who got the feat divine justice ("yeaa ! 200 damage! ... What do you mean it does 200 too ?"), who are protected against negative energy (or healed by it), fire and lightning, ... And that's against NPC who didn't have SR. For me, a gish with persistent Bite of the Werebear and persistent Wraithstrike buffs is more dangerous than a duskblade who can channel vampire touch in his blade : because death ward protects against vampire touch, and nothing can protect you against wraithstrike. At high levels, IMO, only sonic damage is useful because lot of opponents are protected or immune to other kind of damage. ![]()
i agree with baudot, the duskblade is limited to damage only. All his abilities and spells are designed to make damage, outside fight he's useless. This class is not overpowered, it's a balanced class designed for players willing to do damage via spells or blades.
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Don't forget that there are ways to reduce ASF twilight mithral chain shirt +1, ASF = 0%, costs the same as a mithral chain shirt +2. mithral reduces ASF by 10%.
some PRCs reduces ASF (like suel arcanamach, spellsword, high one warrior-wizard level substitution, ...) ![]()
i am showing examples of gishes. some are viable, some not (or unless you have a group willing to help you until you become useful).
To solve the problem of ASF : still spell. You need one slot higher but you can cast in armor. and some spells can be cast in armor as they don't require somantic component (like true strike). ![]()
a gish is a fighter/wizard or any other combo getting high BAB and spells. examples with core books only : ARCHERS
half-elf, elf
TANKS
human, half-elf
SNEAK
BARBARIANS
human, half-elf, half-orc
human, half-elf, half-orc
UNARMED
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Kyr wrote: The point was that the situation determines potency not the class. True in the real world as well in a courtroom you want a lawyer, in the mountains you want a sherpa - you are in trouble if they are swapped. What i am saying is there is no situation a fighter can solve that another class can't solve and still add something else to the group. A fighter can tank. That's all.A barbarian can tank and use wilderness skills. A paladin can tank and use divine spells to help the party. Same for the cleric. Same for the druid. That's why playing a gish is not unbalanced, you can play a tank and still got spells to help the party. ![]()
situations you described is not about balance but about screwing a wizard.
If you want to say all classes are balanced, put them in the same situation and look at how each class resolve the problem/survive/save the world and win the girl. Look at what each class can do, what is its strength and what is its weaknesses. You'll see that the fighter can do nothing outside fight and in fight, some classes outshine him without even thinking about it.
And liking characters and stories and min/maxing are not the opposite faces of the same coin, both are parts of D&D and in fact, this game was designed with this two things in mind.
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nobody plays a 5th wizard/5th fighter.
The problem with the duskblade is that he can only use spells to do damage.
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Kyr wrote: But to want all the good fighter stuff and all the good mage stuff in the same PC (while understandable) is unbalancing - and will IMO diminish the game. But thats me, I don't think an unbalanced game is fun. D&D is not a balanced game. Some classes are more powerful and more versatile than others, even more if you're using only the 3 core books. Compare a ranger 20 and a fighter 10/druid 10.
And i don't talk about fighter and wizard. Imagine a fighter 16 and a wizard 16 getting their 17th level.
This game is not designed to have classes balanced, it's design to have a group and get people to cover your weaknesses. If taking some PRCs cover some of those weaknesses, why not take them ? Your groupmate won't have to worry about it and they can play the character they want (and not the one needed to cover holes) I am a great fan of the gish (fighter/wizard). I played one for the last year. And while he was less powerful than a wizard (lower caster level, less spells, lower max spell level) and got less feats and hps than a fighter, he was fun to play and very versatile. I was useful for my group in fight and outside fight. ![]()
Toymaker is right, if you want a nice AC : +1 ghost touch full plate armor with +1 defending ghost touch spikes, cost: 1650 (full plate armor) +16000 (+4 enhancement) +150 (spikes) +8000 (enhancement for the spikes) = 25,800 gp
total: 150,080 gp ask your cleric or wizard to cast greater magic weapon on the spikes of the armor and of the shield.
So you get AC: 51, touch AC: 26, flat-footed AC: 50 As armor, shield and spikes are ghost touch, this AC works against incorporeal. Now take the feat shield ward (from PHB II), and you can have a touch AC : 33 ![]()
sudden metamagic is not a problem, you can get the same thing with metamagic rods. If a player is ready to burn a feat instead of buying an item which can do the same 3 times per day, i would say ok. At high levels, and if you don't fight people or monsters protected against negative energy, there are more scary things. Try quickened+twinned+maximized enervation + twinned+maximized+empowered enervation. You opponent gains 16+1d4 negative levels/HD in one round. You just need a rod of twin spell and a rod of maximize to do it at 13th level. ![]()
AC for your ranger/wizard :
touch AC :
flat-footed AC :
AC vs Incorporeals :
if you cast mage armor :
AC vs Incorporeals :
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i explained earlier how the wizard and the rogue of our group meet, here i'll explained how the cleric and the druid meet and how the whole group meet Lavinia. The druid was a young man, born and raised in a plantation outside Sasserine. When he was 10, he meet a druid from Sasserine who accepted to train him. But after 10 years living in the wilderness, he didn't know what is a city, how people live inside and how they think. To teach him the white and the black side of people living in a city, his master contacted his nephew, a young cleric of Helm working in the Sunrise watch. The two young men spend the last three months working together in the watch (the druid is not a member but followed the cleric and helped the watch). The wizard and the rogue were talking and drinking in a tavern in Sunrise. When they left, they saw a young and pretty noble woman being harassed by a group of thugs. The cleric and the druid were in this street talking about weather and the need to find a shelter before the rain falls. They saw the thugs harassing the woman too and they reacted. The cleric showed his symbol of the watch and asked the thugs to leave. The thugs drawed their weapons instead of leaving, so the fight began. The rogue didn't want to enter this fight, but he forgot to remove his Shadowshore watch symbol, so as the cleric and lot of bypassers have seen it, he entered the fight. The wizard joined it too even if he was more interested to talk to the young woman. Only one thug escaped, the others finished dead or surrendered and were put in jail. Lavinia thanked her savors and invited them to a dinner the next day. This is how we meet Lavinia and each other and began STAP. ![]()
The feyri can be anyone. With their alter self ability (remember it's at will), they cna change to any humanoid so they can be anyone : elf merchant, human beggar, half-elf noble. Githyanki, well noone knows what they are, but they look ugly. So they can survive only in district like merchant or shadowshore. Drow will have a really hard time. everyone knows they are evil, betrayers and murderers. So everytime one is walking in the street, a patrol of the watch will follow her/him and she/he will be always the wrong-doer when there will be trouble. ![]()
You could convince a player to make a bard or a wizard/bladesinger. Both can use a rapier and use light armor or no armor. This works well with pirate and swashbuckler idea. One could be a voodoo shaman and uses the druid class. The spirits help him to change in animal forms, give him spells. And he doesn't care about nature. And his animal companion could be a snake or a crow. One could be a swashbuckler/divine crusader. Just be careful on the domain taken. This brings divine power while leaving the player play a character he wants. One could be a favored soul of a sea god and uses a rapier, light armor/no armor. A rogue/duelist is a nice swashbuckler even if he doesn't have the name. ![]()
You are right about the number of attacks.
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We finished AoW with this group : human cleric of Mystra 20
shadow-walker halfling rogue 3/fighter 2/master thrower 5/whisper knife 9
human fighter 1/sorceror 9/eldritch knight 10
mineral warrior human barbarian 9/runescarred berserker 10
human wizard 5/war weaver 5/incantatrix 10
My advices :
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JT One wrote: All those DR 15 undead/construct monsters made any 1 handed weapon useless. Are you playing with core only or are you using other WotC books ? If it's the second, you should use weapon abilities like metalline and sure striking. Both allow you to bypass DR.So a +1 metalline sure striking dagger can damage nearly anything before epic. ![]()
We made characters for this new AP and our DM gave us informations about how some of us meet for the first time.
He was on a boat sailing to sasserine when pirates attacked. He was captured and became a slave and his precious spellbook was stolen. A ship from new sasserine's fleet attacked this pirate ship and free the slaves but they took all they found in this ship without giving back his book. When back in sasserine, he followed the goods until they were stocked in a warehouse. He waited for the night and entered as discretly as he can. Once inside, he was surprised by a rogue who thought he was a guard.
I hope this information will give you ideas for the meeting of your PC. ![]()
I will fight Kyuss next week end, we cleared everything up to him (except lashonna who ran away before we finished her, we're sure we'll find her at top of the pyramide protecting Kyuss) but it was too late to finish. i asked my DM if he got some infos for you, he offered two tricks he won't use against us. When the players come to fight Kyuss, he cast time stop, then cast fly and fly away in the city. Once there, he kill commoners and get minions. With a small army and full buffed, he can fight the players. Another trick : kyuss cast time stop, then summon monster IX each round during the time stop and get 1d3 vrock each time. He doesn't summon them in pack but spread around the top of the pyramide.
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For me, there is no reason to increase Kyuss in power, just prepare tactics to kill your players, i mean work hard to really kill them, stop to be nice with them. This fight is the end of the campaign, and should be hard.
I'll take your fight with dragotha and his allies for example. Mahuudril and the avolakia clerics are hidden when players enter the room. The first thing they see is the majesty of a dracolich and a flying wyvern with a rider. Surprise round : All players who miss their spot check are surprised by Mahuudril and the avolakia clerics.
first round : Dragotha uses his normal breath (everyone makes a Reflex save against 44 and with core books only, it will be REALLY hard) as a free action and charge the wizard (using arcane strike and burning a 8th level spell to get +45 to hit with his bite and 6d6+8d4+1d6+52 to damage + paralysis). This charge activates his frightful aura (Will DC 44, so the barbarian should be running away).
players at end of the first round :
The wizard should have took an average of 5 negative levels, 110 damage from breath, 89 from dragotha biting, 15 from eldritch blast (if venk hits) and 30 from flame strike (15 if resisted). He needs to make a Fortitude save against 44 or be paralysed for 2d6 rounds. So he should be dead or near. Second round and next : Players have to move out of this walls of stone and force to fight Dragotha and his friends. So they will spend their magic and most important, their actions to get out of their jails. The evil team will concentrate all his power of the wizard first to kill him as fast as possible, then they'll attack the cleric, the druid, the barbarian, the monk in this order (why barbarian before monk ? because he's easier to kill and does big damage. you don't want him to hit you while you're trying to hit the monk). Mahhudril will be the crowd controler using his wall of force (he can cast it 8th time per day) to keep players blocked while his team mates kill players one by one. If during one round he doesn't have to cast his wall of force, he cast summon monster 5 (as many monsters as possible, level is not important) to help (and give aid another bonus) the avoliaka clerics who will fight in melee. Avoliaka clerics will fight in melee the spellcaster players and heal dragotha against the melee players. Venk and Zurith will make fly-by attacks on players. Dragotha (and his 1d4+5 mirror images) attacks on melee the spellcasters one by one. He uses arcane strike to kill faster the wizard and the cleric. He keeps his death wind breath to damage players and heal himself. To fight melee players, if he can do it without putting his team mates in too high danger, he just stay out of range while flying and uses his breath and spells. This is the tactic our DM used against us and we had to run away and come back kill them one by one until we fought only Dragotha. We only survived because we had buffs. Our DM used the standard Dragotha and hopefully we took no Disjunction at the beginning of the fight. As you can see, this is a totally different fight from the one you saw. All is in the tactic used by the evil guys.
But you and your friends got fun in this fight and this is the most important thing. I hope you the same thing with Kyuss.
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