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![]() Well, I think I've finalized my build. I looked at the cost of spellcasting services and had a brilliant idea. Mule Hopkins the Drow Noble is no longer a synthesist, just a regular summoner, although Legless Bugger the eidolon's stats will be almost unchanged. The main thing is that I noticed it would only cost 1150 gp to hire a spellcaster to turn me into a skeletal champion or juju zombie, thus eliminating the only poor stat drow nobles had in the first place and allowing me to use my casting stat for hp. in addition, since our GM lets us dump 2 points in one stat to increase another by one, I can just throw Con out the window and then have it not matter at all. Mule Hopkins the Old Drow Noble Skeletal Champion Summoner has 59 HP at level 3, 22 charisma, 18 dexterity, 14 intelligence, wisdom, and strength, and would have -1 constitution - but he kept himself alive with a scroll of bear's endurance for the first few minutes of his old age, and paid out 1150 gold immediately to a conveniently placed level 11 wizard to get skeletal championized. He then strolled down to the drider caves where his friend rayquar was doing normal drider-y stuff like living in a damp cave, cathing and eating raw rats, and polishing his masterwork chainsaw. And then they went adventuring before logic could catch up to them. ![]()
![]() I'm pretty sure it works, although if not, lances have reach so you can just air walk your mount. that way it can still charge but you can stay out of reach. Are you planning on doing this sort of build or is this theorycraft? I've always been a huge fan of mounted combat, and I've got a couple builds you might try. Charging cleric: Chargin’ Chuck By Paddywagon Man Human Cleric 19 / Dragoon Fighter 1(if choice of any 2 domains allowed by GM) or else Human Separatist Cleric 19 / Dragoon Fighter 1 Attributes Cha/Wis>Str>Con/Dex>Int STR: 14
Traits Reactionary: +2 Initiative
Feats/Domain Abilities
Spells For the most part your spells will be utility, self-buffs and buffs for your big cat. Air Walk is amazing for this. It lets you charge those pesky flying enemies while still going really fast on a tiger with haste. Divine Power helps you hit with your lance. Bless affects you AND your Tiger/Lion, so for a first-level spell it stays pretty useful. What the Build Looks Like at... This assumes a 20 point buy, Channel Smite, Destructive Smite, Power Attack, Destructive Aura, no magic items, and a breastplate. This, of course, only applies when you get off your charges. Level 1: HP: 11, AC 17. Charges for 2d8+10, on a horse or something. Level 4: HP: 30, AC 17. Charges for 2d8+12+2d6 Level 8: HP: 56, AC 17. Charging on a Tiger for 3d8+31+4d6. Tiger pounces (with Power Attack) and hits for 1d8+13/1d6+13/1d6+13/1d6+13/1d6+13 Level 12: HP: 82, AC 17. Destructive Aura now giving huge damage boosts to the Tiger and to your lance. Charges for 3d8+63+6d6. Tiger pounces for 1d8+18/1d6+18/1d6+18/1d6+18/1d6+18 Level 16: HP: 108, AC 17. Vital Strike adds a bit of extra damage now. 6d8+84+8d6. Tiger now at 1d8+24/1d6+24/1d6+24/1d6+24/1d6+24 Level 20: HP: 134, AC 17. Improved Vital Strike is now in effect, meaning you now deal 9d8+99+10d6 (an average of 244.5 damage) and your tiger does 1d8+30/ 1d6+30/ 1d6+30/ 1d6+30/ 1d6+30. (this averages at 168.5, meaning that between the two of you you average 413 damage on a charge with no magic items and no buffs). ![]()
![]() OK, I realized I had missed a couple of very big screw-ups in my build. the most obvious one was that I still listed myself as having a claw attack, even though I had removed Eldritch Heritage (Abyssal) from the build. (4 feats didn't seem worth it). I just got over a bout of heatstroke, so my mind is still a little clouded. Anyways, I fixed that, switched the Amulet of Mighty Fists for a +5 strength tome, and switched multiattack for quickdraw so I could fight with a falchion and a quickdraw shield. Mr. Paddywagon: Mr. Paddywagon
Human variant channeling antipaladin 4/ancient lorekeeper oracle of life 8/holy vindicator 8 28 (17 base, +6 belt, +5 tome, -6 age, +6 G.A.R)
HP: 172
Initiative + 13 (possibly a problem) Feats: 1st Racial Heritage(Elf)
Traits: Reactionary
Saves: Fort: +32 (+11 base, +3 con, +5 resistance, +13 charisma)
Gear: Manual of Charisma +4 110,000
I probably chose my spells badly, but I only own the core rulebook. Oracle's curse - clouded vision (blind past 60 feet, darkvision, 30 feet blindsense Oracle Spells - also all cure spells:
Antipaladin Spells:
skills: Perception + 10
Base Attack Routine (fighting defensively): falchion +27/+22/+17/+12, 2d4+18, 15-20 crit. merciful weapon lets paddy deal 1d6 extra damage (all is nonlethal) and lets him do a free demoralize with enforcer.
so with everything but Deadly Juggernaut and smite good active (because Deadly Juggernaut is variable and smite good only affects the solar and gold dragon) the attack routine becomes: falchion +42/+42/+37/+32/+22, 2d6+30, 15-20 crit. CHANNELING:
as far as I can tell, the phylacteries add their 2d6 AFTER the damage is halved from variant channeling, so the damage is 5d6 and 6d6 instead of 4d6 and 5d6. Just tell me if you find anything illegal with the build. Loaded into the contingency for the first day is Spellbane, targeting Antimagic Field, Time Stop and Greater Dispel Magic. |