Flying sounds dope. Actually theres a hunter archtype that i can use for a work around to the flight problem
eventually the DM changed the campaign setting to a game of thrones style world, with a little higher magic content, and i settled as a human wildling from the north, with the racial heritage(orc)
bloodrager bloodline is abyssal bloodrager spells chosen are bloodbath, and line in the sand isnt that good since my cha is 15. so im looking for another 1st level bloodrager spell to make the most nasty with. first level witch spells chosen (up to change this list if offered smarter choices for my build)
my second level witch spells are:
looking for fun and slightly optimal ideas, my ability scores are as follows: str15
took the cauldron hex, so i can make potions and poisons and beguilers gift them to people. i can also keep on hand potions of cure, and otherwise, im happy with the choice,
reverse-feint
my wife is starting a campaign soon and has told us, (2 players, plus her having a dm character) to gestalt our characters, the info i have is that the campaign is gonna be loosly based off of disney's newer movie Moana, i dont think she is gonna follow the plot, but now you at least have a rough idea for the setting, ive been told there will be water travel, and she wants to master an underwater campaign, so that means we will be spending alot of time either on top of water, or submerged in it, my build will include witch, and i need some advice deciding what to mix with it. i was going to go with scarred witch doctor, but she said i cannot be an orc.
what about the trade off of class abilities, since i chose zen archer monk to gestalt with in addition to my eldritch archer, i will lose my armor proficiencies, here is my next question. do you feel that heavy armor at level 13 is worth more than my wisdom bonus to ATK, AC, etc from monk? monk features i effectively will lose are my AC bonus, Fast movement, and ranged flurry. i will gain medium armor prof and possibly heavy depending on how many levels in AA i plan to take. what style is more optimal? go armorless and try to find other ways to defend? or go with armor and lose the monk abilities? ill keep the levels regardless because of the plethora of bonus feats.
there is the much overlooked gnome alternate racial trait called master tinkerer. it gives the gnome in question proficiency with any weapon he has personally created. so you want a shapeshifter that can wield a shapeshifting weapon? cool concept. i would make one weapon of each type, (thrown, bladed, blunt, etc.) and then enchant through creat magic arms and armor feat. give the weapons the transformative property. you crafted the weapon, and thus you are proficient with it, when it transforms... you still crafted it... win win **EDIT**
im just trying to understand how the original arcane archer class works, if imbue arrow only lets me cast area spells with it, then it does not make up for the two ranged magus arcana. reach spellstrike and distant spellstrike. those two arcana make up for the loss in versatility, but not till levels 9, and 12. too far in for it to be worth it, unless imbue arrows works like you said it did.
i have an antipaladin build that works nicely, i suggest going tiefling and taking the knight of the sepulcher archtype. then using your touch of corruption to heal yourself with negative energy damage, there is a tiefling alternate racial ability that lets you heal from negative energy as well. i believe it is third party. but its worth a look-see
how does AA save you on two arcana? i must be confused, and im assuming that you are prefering eldritch knight over AA due to only losing one level of spell progression. i agree in that. but im thinking the arrow abilities might be worth it. my GM has ruled that the special abilities AA grants are similar to the effects of fire arrow, or keen edge, and do not count against the +10 cap of weapon enhancements, however the magus arcana pool ability does. so i can enchant my bow to a +5 whatever, and still get the benefit of my arrows gaining all the properties. i am thuroughly enjoying this character so far and im looking to squeeze as much as possible out of it. i am allowed to use material from any source, including 3rd party
here we go again.
first 3 levels of my character were gestalted by GM discretion but 4th level onward is single class only. level3 zen archer monk, gestalt with lvl 3 eldritch archer magus. allowed 3 traits with one drawback
drawback meticulous i want to see if arcane archer is worth it to take to level 10, or if i should even include it at all, at my current rate, i already qualify for entry to the class minus the BAB of +6, ill meet that at level 7. i used unchained monk as the base of the zen archer. my primary styles of attack are to rapid shot spell combat some orisons for 3 attacks with spells at -4 atk for the round,
my ability scores are
ok, now ive poured myself all over all the forums all over so many sites, and ive wasted many hours at work trying to puzzle out the answer to my question, and i think i found the answer but i wanted to make sure that i typed it out nice and easy clear as day for the other peeps that follow me. how do the rules work with sneak attack+pounce? does the pounce automatically grant sneak attack? do any of my attacks get denied thier precision damage from sneak attack? how exactly does this combination work by the rules? heres the answer i found. pounce allows you to make a full attack at the end of your charge. but not with all your iterative attacks, (sorry twf guys) and with your entire natural attack routine. sneak attack precision damage specifically states that only the first attack in a routine that qualifies for sneak attack damage will actually deal said damage, but only if the starting attack was a sstandard, or a move action to begin. in contrast. all attacks in a full attack will be allowed to achieve sneak attack damage provided they connect. so. i read this in this way. as long as its a full attack with a natural attack routine. you can attack with all your attacks and have sneak attack applied to each one if the attacks qualify for the damage boost. pounce allows the all powerful sneak attack with the entire natural attack routine at the end of a charge. so charge in and full attack an opponent for nasty damage. but that ties into the question i had to begin with, does the pounce grant the ability to apply sneak attack damage? my answer is no. you can use the pounce however to maneuver yourself into a flanking position. therefore granting the sneak attack damage. or you can use your pounce in the surprise round(improved initiative comes in handy here) to take out an opponent before they've even acted yet. because as long as its the first round in combat and they have not yet acted, then they are considered flat footed. and therefore granting sneak attack damage. with a vivisectionist beastmorph master chymist build that the dm has allowed to progress sneak attack instead of bomb damage, this gets nasty fast. heres how. vivisectioinist for the sneak attack progression, beautiful.
while under the effects of the mutagen your bite would scale up a damage die, from 1d6 to 1d8. and you get 2 claws 1d6, 1d6. but your racial claws are 1d4, 1d4. whatever are we to do here. use the feral mutagen to apply the new claws to your new limbs.
so my routine is BITE/CLAW/CLAW/claw/claw. lowercase representing the lower damage die claws.
this is how this class is meant to be played. yay optimization. now im turning it over to you. enjoy.
p.s. this was a 6 am rant when i was overtired so i apologise for the wall of text.
Now on to the question.
How do i get along with the party when my class abilities might make my dm want to smite me in the place i stand? The question is. How would i roleplay a non-evil vivisectionist blood kineticist? Im at a loss here.
According to the rules I can make it a light weapon by getting one two size categories smaller than my size, which is tiny, a tiny temple sword would dead 1d4 base damage, but would impose a -4 penalty to my attack roll for inapropriately sized weapons.
This just in, an idea! What if I choose unarmed strikes for the rogues finesse training, and I also take ascetic style... Would the finess training then inherently apply to my monk weapons since they are affected by the feat and ability as though they were unarmed attacks? I think I found the niche here! So take ascetic style, then choose finesse training with weapon finesse unarmed attacks, then pick up any monk weapon and add dex to atk, and dmg, even though the weapon might not be a "light" weapon. Ascetic style makes it all work together!
Seems fair, I was simply trying to condense the MAD. Since int is a relatively useful rogue ability, I figured I could double up, but wisdom is also a rogue ability, trying to do an optimal mashup here with the gestalt build, I see what you mean about the saves, I want to be untouchable, matrix dodgin stuff. And return shabby slashy punch-a-kick my way through encounters. I plan to max dex, so stealth and acrobatics will be a key focal point of the character, wisdom huh? How does that mashup with rogue? I know saves and junk, but how really can I optimize this build, there aren't any guides out there that'll work for what I'm building
I'm gonna use a 3.5 feat, Kung fu genius, it swaps int for all wisdom related mink abilities, and I'm taking deadly agility as a feat at first level since rogue gives me weapon finesse at first level I automatically qualify, so I'm going human for the extra feat, now. Here's he plan... Reduce MAD as much as possible,
I plan to do as many things as possible to render my opponent flat footed, or deny a Des bonus to crack off as many sneak attacks per round as possible, I thought there was a way to deny an opponent dex by tumbling through their square, or something. Either way, super acrobatic, super deadly, finesse death machine rogue monk guy.
I forgot to post the statistics of the legacy weapon bound to this class. It's wickedly overpowered, and I already know it needs toned down. But here it goes. Baseline it is a +1 jovar from the planar handbook Dnd 3.5
Lvl3 to forgive or to punish
Lvl 6, becomes +2 and +2 damage during a death pact, and +1 pact per day and gains the keen property Lvl 8 gains the conductive, holy, and unholy properties. Lvl 10, gains axiomatic, and anarchic, and anchoring properties. Lvl 12, becomes +3 and gains the weapon storm ability Lvl 15, becomes +5 gains Sr.= 12+ class level and greater dispel magic 1/day
Now this class that I have created. How would the code of conduct work for neutrality? Would he have to justify to the gym every action or inaction he did or did not make. Had to be in the interest of neutrality? If so, if the party outnumbered the enemy, would he turn sides and fight alongside the "enemy"?
Would the world become his enemies?
My Self wrote:
I agree that it's a little over the top. But like I said I'm modeling this class after the concordant killer monster in MM IV page 34, any recommendations? I'm cool without any of the auras, but I'm trying to create the ultimate balancer.
I would replace smite evil/good with the concordant death pact. Functions exactly the same except that it can be declared against any evil, good, chaotic, or lawful creature. At will as a standard action the concordant paladin can change the alignment this ability is attuned to. At level 18 this ability blocks spells of up to third level cast by the alignment this ability is currently attuned to. The capstone ability would be as follows. Champion of perfection:
Iroran paladin. Points for a move in the right direction, but it's not what I'm going for. I like the cha bonus to Des for AC. That's really nice, but I hate the ki related abilities, and the sense perfection instead of detect imbalance as was suggested earlier. I like what my self posted up thread about his home brew. I'll sacrifice medium and heavy armor proficiency, for the confident defense ability of Iroran paladin. The "touch of endurance" I would change to be able to use cruelties or mercies interchangeable whatever is needed for the circumstance. Positive or negative. Divine/fiendish bond, I would replace with a custom legacy weapon that attaches itself to the class. The concordant greatsword. Same abilities. If he lets it go it is destroyed and vanishes, can create a new one as a move action. Spells I would keep, but make it able to choose any spell from paladin or antipaladin lists Channel energy I would keep but be able to channel either side. I would give him a tainted set of celestial wings at 15th level white wings that crackle with dark energy. Fly spread of 60 ft, good maneuverability. Does not need constant motion and can hover. Detect evil I would replace with "know alignment" it functioned as detect good, detect chaos, detect law, and detect detect evil all at once. And it is always on, but can be dismissed or resumed at will. Now what about this capstone...
Whilst making breakfast this morning. My mind went crazy.
I pose a challenge to all you min/makers and character builders. I want to make a character. Very similar to a paladin// anti-paladin, that is so obsessed with neutrality, that he becomes a concordant killer, now not exactly a concordant killer per sé, This will be home brew
Now I've already got some ideas flowing in my head. Let's work together on this masterpiece. I don't care about leveling balance or party schematics. This character will probably be a solo adventurer for most of his career. Ready??? Set....... GO!
That should be no issue. But if there is no cleric to tell the skeletons what to do. They're gonna start wandering off. I would make sure there is some kinda intelligent lieutenant keeping the rabble in check. Or put me all in a barn. Something they can't escape from... Kinda like Hershel did in walking dead with his family and friends got turned into zombies. Kept their asses in a barn. Similar idea here, lock em up, and come back for em later.
You'd be better off buying pearls of power and "recalling" your own slots of prepared intensified shocking grasp. That's allowable, now if you use magical lineage trait shocking grasp, then you can intensify the spell for free... Thus reducing the level of pearl required to cast.. Hell with that I'd allow you to make a pearl necklace with as many pearls as you can afford. In fact I'm using a similar tactic for an anti paladin I'm using. I made a rosary out of a string of prayer beads and pearls of power(4th) and tied my unholy symbol to it. Then I wrapped the concoction around the hilt of my sword so when I present my unholy symbol all I gotta do is brandish my weapon. It's pretty cool actually. My gym allowed six pearls. I'd talk to your gym about the necklace, at my table I'd rule that if you can afford the pearls... You can string me together to take up your neck slot. It's pretty genius item slot economy.
I would never allow such an item at my table. I hate to be a poo poo, stick in my shoe. But an at will intensified shocking grasp? At full charge that's 10d6 with unlimited charges. I'm assuming magus so you can spell combat with it. That's ridiculous. I'd be more comfortable with a wand that you could recharge with arcane pool points.
Now" that being said there are ways around that item feeling overdone. Let's see... Make it have 50 charges like a wand, but have it able to be recharged. Not daily mind you, but you have to invest time to recharge it similar to a staff of the magi artifact but that's overpowered for a wand.
AT WILL no charges or limitations? No fly zone at my table. Limits so you can't just ring zap your way through encounters? That's doable. I garuntee you I'd have an ethereal goblin steal that s@++ off your finger and hide it on the negative energy plane so deep you'd have to hire an undead anti paladin to retrieve it.
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