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Will save isn't that hard to keep with items, Spellbreaker and Disruptive are not what devils casters, they are prereqs.

Ray Shield, Teleport Tactician, and Pin Down are what casters hate


Working on a fighter build, pretty much any PF feats (non 3rd party) allowed

I'm going sword and board but I'm not interested in having the most dps or the biggest crits or whatever it is the kids are competing over these days

I am designing this character around the idea of battlefield control. Sword and board can do a decent amount of damage just fine, but between specific feats and tactics, I want to be able to shape the flow of battle on a grander scale. I also want to be able to annoy the crap out of spellcasters and survive the battles as well

Human, 25 pt buy Str 16 +2, Dex 15, Con 14, Int 12, Wis 11, Cha 10

Longsword and shield

Feats as grouped

(Bull Rush)
Shield Focus
Shield Slam
Improved Shield Bash
Shield Master
Improved Bull Rush

(Caster Love/Defense)
Missile Shield
Disruptive
Spellbreaker
Ray Shield
Teleport Tactician

(Fighter Crap)
Power Attack
Weapon Focus
Weapon Spec
Greater Focus
Greater Spec
Two weapon fighting
Pin Down
Combat Reflexes

The plan is to be able to knock people around the field, lay down DPR where needed, lock down casters, etc.. I am just not sure about the last 4 feats and what order to take them all in.


Well, I'm more interested in a Villain with a real theme behind it, not just powerful class combos


I'm going to run a modified gestalt game

the rules I am using for gestalt are similar to 2nd Ed multiclassing

You pick two regular classes and that's what you keep. You use the slow advancement exp table. This way there's no flip flopping around between PRC's for powergaming

We don't allow psionics or gunslingers.

I am trying to come up with a main villain NPC concept. Someone that will be both powerful and flexible

I would prefer arcane power

Currently considering some combinations

Sorcerer/Bard - Charismatic villain that rules by way of intrigue

Wizard/Rogue - Murderous villain that rules by complex plots through minions and masses controlled by fear

Anyone have ideas to add?


Ravingdork wrote:
Short of specialized feats or abilities, two small creatures cannot share the same square, tsunstarr77. Also, those natural 20s don't mean much when the goblins are stuck with 1d6 damage mundane weapons at best against a protection from arrows spell.

1d4 actually

if all 5k took a shot in the first round, thats 250 automatic hits regardless of armor 12 of them crits.

around 800 damage. for every other number (19, 18, etc) that would hit, add another 800

Rules state you cannot end your move in the same space as an enemy, if you do you get pushed back out

It really depends how you interpret the rules. In theory you could have an unlimited number of mobs attempt overruns as long as the intended "ending" square is open for each. Just imagine a bunch of little nasty agile kid sized things doing a total dogpile. Could easily be more than 8

Also, Should they succeed with a overrun or trip and knock you prone, you are not laying down in a 1X2 square and 10 can surround you legally


Vastly superior numbers should always win a combat, regardless of PC level.

It is up to the PC's to figure out how to reduce any superior number to a more manageable number, which they apparently did.

It's your job to analyze your monsters, which you did not.

Remember in large group combat, assume 5% of the enemies rolled a 20, 5% rolled a 19 etc. The PC's will get pincushioned real quick if the situation turns bad

Remember goblins are small and can stack 2 to a square. They will use their sheer numbers to overwhelm in any way they can

You want to humble some PCs? Have one fall into a group of goblins that immediately surround him and pin him down (up to 16 can surround, giving a +30 to CMB) Tie him up and do a Coup De Grace


pipedreamsam wrote:
Nobody in my group has ever played a fighter, most of us think they are just too plain. Paladins are rare too.

Awww nobody plays fighters? You guys are missing out. The fighter class may look plain, but thats because you need to remember the big picture and look at the options presented in all the extra feats. I'm currently playing a fighter that is a solid DPS, a complete nightmare for spellcasters, and a reasonable battlefield controller all rolled into one.


Epic content.... yes it does get a little crazy.

Do I think it works? no.
Do I think we need it? yes.
Do I care what level you think the game should end? No.
Do I agree with E6 as the solution? No.

The solution? E20

No advancement past 20, only a feat buy system.

3.0 epic feats would be retooled to be used