Mutasafen

koluminar's page

Organized Play Member. 58 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 58 << first < prev | 1 | 2 | next > last >>

Dm reccomends deepwood sniper from 3.5 since im such a shooty character. Any advice?


Flying sounds dope. Actually theres a hunter archtype that i can use for a work around to the flight problem
Primal companion hunter
Lets you use summoner evolutions. Give the dire weasel wings, for x minutes per day. Ride and shoot. And when not flying using other feats to bolster the companion and archery combo.


at level seven my dm is giving my animal companion a re-work for free to direweasel so he can be used as a mount, i plan to make full use of this and go ham on mounted archery, anybody have some advice in that regard? and thanks so much for all the spell ideas guys, your really being a big help!


I know the following currently

Lvl-0
Create water
Detect magic
Light
Purify food and drink
And guidance
Lvl-1
Keen sences
Touch of the sea
Lead blades
Gravity bow

Lvl-2
Still deciding need 2


Need some advice guys. Just hit level 4 hunter and am having a hard time choosing my spells known. I have access to everything including third party.
I play ranged with a giant weasel companion. Any thoughts?


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)
my dm let me go scarred witch doctor with the first printing rules. also my other half is spell eater bloodrager,
starting game at level four
my alignment is leaning towards evil,
i picked the hedge witch and scarred witch doctor archtypes,
i am using 2h weapons mostly, greatsword, earth breaker and lucerne hammer to mix up some damage types.

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)
beguiling gift
and i forgot the rest (cant find my notepad)

my second level witch spells are:
hold person
enemy's heart
sentry skull
vomit swarm

looking for fun and slightly optimal ideas, my ability scores are as follows:

str15
dex15
con20
int12
wis14
cha15

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,
of my 3 available feats i chose:

reverse-feint
extra hex (havent chosen)
toughness


prestige classes are allowed under the same rules as typical, no MTH, stuff like that, but i can level up how i want,

i started thinking a bit with doing a few different archtypes on the witch side, and leveling mindchymist alchemist, buff int and go to town.


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.
she said i am allowed to use another race as long as it wont break her game, that being said, im looking for some interesting and varied mashups of abilities, im thinking being able to heal and drain life, as well as having an aquatic theme to the character. lets see what you guys can come up with! help me out !


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**
AVR above refrenced the trait but did not go into depth, we had the same idea i just explained it


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.


but i thought imbue arrow only allowed y ou to imbue area spells into your arrows, like fireball or something like that?


yea! what he said! antipaladins are kinda selfish by nature anyways, so i feel the knight of the sepulcher is a nice way to go


can someone sey exactly what this feat does? it might solve my problems with my Eldritch archer AA build


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.
back to the age old question, is the arcane archer prestige class worth it?
heres my current rough build.

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
reactionary
magical lineage-snowball
gifted adept - snowball

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,
alternatively i can flurry of bows. and spend a ki point from unchained to get 3 attacks at full BAB. no spell combat, built for diversity i took the spell scars magus arcana and the arcane acuracy with extra arcana feat.

my ability scores are
STR 12
DEX 14
CON 12
INT 16
WIS 18
CHA 12


Mostly i wanted it written and spelled out for sure in these forums so nobody has to search it all up again like i did


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.
beastmorph level 10 for pounce. gorgeous.
use discoveries for vestigial arm twice, two extra arms.
use feral mutagen to give you claws and a bite.
(but what if you already have racial claws and bite???)
heres the kicker, use a race like skinwalker, werebear, wereboar, etc etc. you get these natural primary attacks at level 1.
then use the vestigial arms discoveries to give you extra arms, and the feral mutagen discovery to give you claws and a bite,

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.
the rules state that the vestigial limbs dont give you extra attacks, but it does say that you can use them as part of your attack routine as long as they are holding weapons. claws are weapons, therefore arming the new arms to be able to participate in my natural attack routine.

so my routine is BITE/CLAW/CLAW/claw/claw. lowercase representing the lower damage die claws.
with this this cool thing combined with the pounce sneak attack?

this is how this class is meant to be played. yay optimization.

now im turning it over to you. enjoy.
please leave comments with advice.

p.s. this was a 6 am rant when i was overtired so i apologise for the wall of text.


I love you guys! Thanks so much! Keep the ideas flowing!


Now on to the question.
I am playing a vivisectionist alchemist in an upcoming campaign, that being said, I need to know how to play my character without being evil, this is a gestalt game and my character is going vivisectionist beastform alchemist with blood kineticist. This character will be a member of a party tagging along with the avatar in a last airbender style campaign. I need to keep evil actions on the downlow while maintaining my class fancies. I do not want my character to be a blood hungry beast. However he is fascinated with blood, and all the things you can do with it. I plan to flavor him as a plague doctor long trenchcoat, bird mask, whole nine yards.

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.


Does anyone know of a way to deny dex to an enemy by tumbling through their square?


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.
I must be thinking too hard here,

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!


Would I be able to use weapon finesse with a Kophesh or a temple blade with this build?
I'm really interested in the blade binder feat. But I want the rogues bonuses to weapon finesse.


But don't rogues get 8+ int skill points? Can't I not go lower than that? Or does a bad score drop those points?


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


Wasn't sure if I could apply weapon finesse and weapon focus to my unarmed attacks. If so I could go unarmed all the way, if I have to I suppose that I can just apply the feats to another light monk weapon.
Or is there a way to make non light weapons counted as light?
Like by sizing them down?


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,
Str= dump stat
Dex, is now Atk, dmg, and AC,
Con Is for hp still
Int is now stunning fist, AC, saves, and cmd and skills
Wis is now a dump stat save for perception, so a decent score is useful
Cha, also a dump stat

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.
So let's optimize this acrobatic death machine! Are you up for the task?


Im gonna try to playtest it. Make a few changes. I think im gonna get rid of the spells. And add a few spell like abilities, per day. I like the weapon the way it is.


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
Gives +5 to intimidate and a +2 to confirm critical hits

Lvl3 to forgive or to punish
Instead of delivering a killing blow the concordant disciple may render the opponent unconscious instead. Or he can leave a crippling wound, I.e. Sever a limb, leave permanently blind, cut out one eye. Similar effects. A character attempting to regenerate or heal this damage must succeed on a will save( 19+1/2 concordant disciple level+ cha) or fail to heal the wound and may not try again until the healer gains a level

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
And a cool capstone ability, that I haven't correctly made yet...


Goth guru:

Make up a character for one of my aliases? What's a pdp?


Bump


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 he never be able to kill the last solder on the battlefield?

Would the world become his enemies?
Would he eventually smite nobody?
Or would he try to smite everyone?
I'm gonna need some feedback on that one.


+ 1/2 level to damage sounds about right.


I looked at the insinuator and i honestly wasnt pleased. , its a great concept, just not for me.


But it severely cripples the use of the smite... Not all evil foes are chaotic or lawful, even so, some of the worst evils are neutral evil.... Maybe I get rid of all auras after lvl 3


I like the true extremes. Makes sense since they throw the cosmos so far out of balance


Class is giving up medium and heavy armor proficiencies. And prefers no armor. In exchange for confident defense from Iroran paladin


My Self wrote:

Having options to switch between healing and harming with Lay On Hands is very powerful. The Paladin spell list is a decent dedicated buff list, and the Antipaladin list, while significantly weaker, has some goodies worth cherrypicking. Use of a constant "know alignment" is significantly more powerful than standard action Detect Evil/Detect Good. You actually haven't given up anything for these expanded abilities this far, which may be a problem.

Champion of Perfection is a very powerful capstone. DR 10/-- is on par with what the Insinuator Antipaladin gets, but the Insinuator is not immune to acid, cold, electricity, and fire, let alone petrification and poison. The 75% fortification is similar to the Knight of the Sepulcher's 15th level ability, although the Knight of the Sepulcher had other abilities that built up into this (50% fortification at 10th level, 25% at 5th). Incidentally, the Knight of the Sepulcher trades away it's 8th level aura for immunity to poison. Age immunity is just icing on top. This is an unusually powerful capstone by any standards, and I'd recommend toning it down, a lot.

Overall, this is much more powerful than its parent classes (Paladin and Antipaladin). Maybe you could nerf it a bit? Perhaps I could recommend that this becomes a 3/4 BAB, d8 HD class with 4+INT skill ranks per level? You could add cantrips if you do so.

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.


Let the feedback flow!!!!!!!!


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:
DR 10/--
No longer ages, immune to acid, cold, electricity, fire, petrifaction and poison.
Skin hardens and due to this level of balanced perfection this creature is treated as having 75% fortification vs. critical hits and sneak attack.
At will true seeing. Caster level is equal to class level.


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...


Neriathale your on the right track, I might tweak the Iroran paladin once I can find it


What was the source for the Iroran paladin


Monster manual 4 Dnd 3.5 I believe is source material for character concept.

Concordant killer

Turn it into a class

Run with it. Not incompatible,
Hard to comprehend and play? Oh heck yea
But not impossible.


Whilst making breakfast this morning. My mind went crazy.
I have been trying to make this character concept for the past five days to no avail. Then it hit me like a truck of bricks.

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
This will not be used for organized play,
I'm looking for a custom class that reflects the strict code of the paladin. With both celestial and infernal ties. Finding a way to recreate the concordant great sword would be a thing too.

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!


Hence the barn idea... I think it's solid gold. Or like I said, get a loyal undead lieutenant


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.
Or some other form of arcane energy.
An item like that is too over done.

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.
You get my drift

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.

1 to 50 of 58 << first < prev | 1 | 2 | next > last >>