Hezzilreen the Cunning

young will's page

Organized Play Member. 12 posts. No reviews. No lists. 1 wishlist. 18 Organized Play characters.


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Dark Archive

there is absolutley no situation in which the wizard can escape the monk and still attack the monk. but agian a scroll or two of deathward is an easy option.

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or you take no negative levels because there is no reason to grapple the succubus and no chance she can grapple the tetori

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so you just take one negative level as you kill the succubi or ya know a scroll of death ward isn't expensive

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Imbicatus wrote:
The wizard can summon a succubus via planar binding and hide in a force sphere. The monk can grapple the succubus, and gain all the negative levels he wants.

or the monk makes the very easy will save while he waits for the force sphere to run out. and then kills the succubi in a round or two

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if take the situation that we were given both of them start in a arena 100 ft apart. leaving the arena counts as surrender whether you fly out, walk out, or teleport out, you have surrendered by fleeing. everything the wizard is doing the monk can do. and neither a evoker or enchanter really work well against your high saves with evasion monk.

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so firstly, monks are high save high ac classes which eliminates half of a wizards capabilities. secondly, what wizard ever has a demi-plane, because I've never run into one. if we take your typical wizard evoker or enchanter they wouldn't be this prepared. but say we give the two a few days to prepare the monk would bring counters to the wizards spells. if a wizard has a contingency it only helps him once and if the wizard teleports out of the arena then the tetori wins. so really top say that its so one-sided is just ridiculous

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its common sense a paladin is a divine class therefore it needs a divine source.

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Any Arcane Caster or Rogue type would do. my most powerful classes are Wizard, Slayer, and Investigator. you have to be smart and build them well but that"s how. Alchemists or Gunslingers works as well. but Pathfinder and role-playing in general was never meant to be solo thing.

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paladins were designed to be LG. and the rules in alignment say your deity must be within one step of your's. it's simple really. In a home game you can do whatever you want as long as GM is okay with it. in society though a paladin must be LG and worship a god of LG,NG, or LN.

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Aroden's power level depends on what period your looking at. before he was god he was just a man i'm assuming an Azlanti with 20 levels of paladin and possibly mythic. What ever he was he was powerful enough to fight Deskari and his legions BEFORE his divinity. After he raised the Starstone his power level would be that of a major deity. if you look at the Demon Lords their CR is 25-30 so a Gods has to be at least 31. and i would say that they would range from 35-50. But ultimately there aren't stats so it is GM's prerogative.

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Oceanshieldwolf wrote:
young will wrote:

It makes no sense to give the slayer trapfinding but not disable device

I also think this character should get UMD and diplomacy.

[Emphasis mine] Ok. I'll bite. What about "Slayer" says Diplomat or Magic User? Regardless, I'm sure archetypes can do this for you.

well personally I think that those are good skills for any class to have but when a slayer is going after his target he might need to diplomacy his way out of trouble to take down his target also what if he is taling a target and needs to use a wand or rod to get to a secret location? I could understand him not having umd but he should have diplomacy

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It makes no sense to give the slayer trapfinding but not disable device

I also think this character should get UMD and diplomacy.