Tiamat

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Currently playing a LE Dhampir Antipaladin of Asmodeous using the Lord of Darkness Archetype (3rd Party, very well written). Currently at 7th level in an all evil party. No CE in the group, which helps alot. Character is a blast to play. You are going to have to accept that you wont get to use Smite Good anywhere near as much as a normal Paladin gets to use Smite Evil, but it isnt really as neccessary since you have a version of lay on hands that hurts licing creatures (and heals you in the case of my character per my DM's ruling since Dhampir are considered to be undead for healing and it heals undead). Totally going to become a tyrant eventually, but he is going to maneuver his way there politically, since the purest form of tyranny is when the oppressed dont realize their oppression. We already control a growing city, have raised a small standing military and are well on our ways to becoming a respected power in the world. All in all a fun class to play, but it can be a little difficult.


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- Adjusting Composite Longbow

- Efficent Quiver

- I would definitely reccomend Bracer's of Falcon's Aim, but being as they are banned that wont help.

- Ring of Protection

- Bracers of Armor (Dont forget that on versions higher than +1 you can trade AC buff for special abilities with numerical equivalents, though mage armor is just better anyways until you get to higher levels)

- A couple basic wands (true strike is your friend)
Definitely a couble of Level 1 Pearls of Power (ad a level 2 if you can afford it)


This thread has been absolutely incredible so far. I am definitely dotting this. I am prepping to run a Mythic power campaign that is intended to hit 20th level, and may be little beyond, and this thread has been wonderfully helpful in stiching alot of my late game ideas together.


What about a first lvl wiz using higher level BONUS spell slots to cast 1st lvl spells? he isnt casting spells above his lvl, nor is he casting spells not allowed based on INT modifier. this issue has come up in one of my games and im just curious.....


im not referring to armor check penalty, im asking about spell failure.


question: if i have a shield in one hand and nothing in the other, do i still take the shield's arcane spell failure penalty?? I would have to say no, since you technically only need one hand for somatic components according to the rules of combat. am I correct?


Have actually play-tested a 8th lvl Drow Alchemist w/ henchmen as a sort of sub-boss, and i have to say it kinda rocks. PCs easily dispatched the weenies supporting him (all the while he is either throwing bombs or stacking his prepped buffs), but when he actually entered the fray all beefed up via extracts and a mutagen (i also hate that term in a fantasy setting), he nearly wiped the party. just disgusting if allowed a couple of rounds to set up.

Some suggestions:

condense the alchemy class feature and add a rank requirement in the alchemy skill.

make the gap between greater mutagen and grand mutagen a little more manageable.

allow for improvement of damage die for bombs, as they can be a bit weak at times.

make the infusion discovery automatic. otherwise, the alchemist is not a team player.


Vital Strike is probably gonna be a no, just because of how obscene it can get. Deadly Aim and Improved Critical, however, aren't very un-balancing, and actually kinda make sense, in a way. Deadly Aim basically gets you a way to do precision damage at a cost, while Imp Crit just allows you a better chance to get something you can already get as it is.