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mdt wrote:
Now just imagine if the PC's took Leadership and nabbed a Warforged Artificier that was content on crafting.... ![]()
Muser wrote: Get a rearch weapon, use power attack for decent damage and stay behind the meleers, bringing channeling to bear from the safety of their backs. Not that supernatural effects cause an AAO, but there's very little need to put points into dexterity or worry about a high AC score when the other characters are your armor. Coming from a CRPG background in group raiding there is an old theory called 'Hybrid theory'. It basically states that whatever your buffs added to damage should be counted as yours. Same with all other effects. Now I am on a rather big Witch kick at the moment and the reason is the above theory. Life Oracle and Healing Cleric will pump out more RAW HP healing but look at the debuffs from the Witch. Apply Evil Eye. -2 up to 8th level then it is -4.
Misfortune.
Ward
These are all included with having cure spells prepared for when the hits do come and the Healing hexes as well. You take all of this together and I believe a witch can have a potentially greater net effect in damage prevention that the cleric and life Oracle can do in HP cleanup. This isn't all that the witch brings but a few of the big ones. Slumber acts as a big combat control, Retribution at 10 is a big party damage boost, ect. -=-=-=- OK, so thinking non-witch what I would also do is look at picking up levels in Crusader from ToB at a few strategic levels to pick up the Devoted Spirit healing strikes. With the stances and strikes you can pump out some healing without spending spells. Also to optimize, look at having a on-use continuous wondrous item of Spectral Handmade so you don't have to worry about getting splated in melee. ![]()
Another though is if the player can get a Homunulous from the Ebberon setting that helps him craft. Put that guy in a portable hole or bag of holding and he can work on it while you adventure. At night, the character gets everything out and helps the little guy with the 'big ticket' things like the needed spellcasting/spellcraft. ![]()
Necromancer wrote: Running standard characters in a solo campaign is tough (combat-wise); recently, I was reminded about gestalt characters (from Unearthed Arcana) which are now a must for any solo games I'm running. Here's my experience running Council of Thieves solo with an unconventional character and a lot of improvisation: Thread link I've always been a big fan of Gestalt's outside of a 4+man party. Unearthed Arcana really does hit it well on the wording, it doesn't really empower the characters alot more it just gives them more choices. I was going to run a campaign with my wife and it was a gestalt setup, she decided to go with weird diversity ( Oracle/Rogue ) while the NPC I crafted were all going to be thematic ( Alchemist/Artificier, Monk/Swordsage, and old Kobold Summoner/Witch ). A favorite quote from a friend of mine is that all the players are Heroes and hense should do heroic things. Their plans and goals should be beyond mundane otherwise after 3rd level you could just retire and live a pretty nice life. For idea's of how to impliment gestalt. In my story something happened to the mutli-verse and multiple alternate realities collapsed and merged. The character was sitting at a table with friends and saw the world "degauss" like an old CRT monitor and she saw all of the alternate heroic options of what she had become. When they all merged in her brain she fought off the insanity of it all and took away from it two of the sets of learning. ![]()
0gre wrote:
I'd need to stat out a Biped weapon user, I could see that outpacing the Quad possibly but the STR differance is only a few points. I guess these arguments also really depend on the DM that you have and how they setup encounters. I'm in a modified Worlds Largest Dungeon campaign right now, so I see pounce as pretty sexy and can't imagine not picking it up. Quad allows for the mount option. :) ![]()
Thefurmonger wrote:
After looking through the Eidolon when someone decided to play it in our group. The only thing I can really say for a fact is that Quad form is by far the best idea unless you layout some very specific build that you don't ever plan on needing Pounce. for a 1pt evoloution, it is a must. For efficiency, it looks like loading up on Claw attacks is the best idea since they are Primary weapons and the feats and other evolutions apply to ALL of the attacks of that type. Getting one Reach attack is probably the best idea so you have more AoO threats. ![]()
I'll chime in with my 4. Tank - Crusader.
Healer - Witch.
Magic Swissarmy Knife - Wizard.
The-4th-Wheel - Something with Trapfindings and Disable Device.
This setup also gives you ALOT of undead creation/summon options for extra meatshields. If I had to pick another 4th-Wheel option I might pick summoner for extra party damage. ![]()
1.) Thanks, brain just read over the SU/EX details at the beginning of the text. 2.) So there is no company response to this, the book was release in July right? Side question: is this delay/inaction indicative of Paizo? I apologize for any snarkiness in the above, our group runs 98% on RAW and only patches things that the DM feels is out of whack. When there is a RAW question we look to the company to clarify since they created the product and know the intentions. 3.) Sounding like DM choice on that once since no official company response. 4.) Interesting thoughts about the spell creation, off to the advise forum for more chats on proper use and balance assuming the DM will allow it. ![]()
'ello, My Crusader got gacked and such I'm in the market for a new character. With a new player coming in I have decided to pick up a Witch but I have a few questions before we hit the table. 1. What are hexes classified as? In the APG I see no mention that they are Supernatural or Exraordinary or that they can/cannot function in a Anti-Magic field. On PG 66 the first fluff text sentance states "Witches learn a number of magic tricks" but it isn't very good detail. 2. Can my Witch use Evil Eye on a target multiple times for the differant negative effects? The negative effects don't have a type. When looking in Core under the Magic chapter the differant options for determining if things did not really match the Evil Eye scenario. 3. What is the range of the Ward hex? 4. Can a Witch create her own spells like a Wizard? I know that it was always a DM choice on the spells. I don't have my Core on me, I don't know if it is still legal for Wizards to do it. might have follow-up questions based on the answers to the above. Thanks to all. ![]()
Xaaon of Korvosa wrote:
Pardon the slight necro on this post but I am curious why you say remove any save or die effects? Without going through every power i'm pretty sure there are only a few save or die effects, which are mostly in the Shadow Hand. Tiger Claw might have one or two at higher level. Swordsages are the only ones of the core 3 that can select Shadow Hand. ( for intellectual honesty, yes you can get a few maneuvers or stances from feats and magical items. ) |