Salarain
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Howdy everyone,
I am going to get in a fresh new game session. The GM is allowing the players select a race from the Advance Race Guide.
I have decided to go with a Half-elf.
I am going with the Drow bloodline for the elf side.
I plan to select Ancestral Arms for Exotic Weapon Proficiency (Falcata). Also plan to dual wield a small falcate on the off-hand for light weapon.
I am plan on choosing a ranger class.
GM is giving 10 more RP for race build.
I need help with selecting the most effective way to spend the 10 RP (Race Points). This will give me a level adjustment of 1.
Thank you
Deadmanwalking
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Well, broken down by category, ad a quick look:
Ability: All the Ability enhancers are very nice. You'll seldom regret more stat points added directly to your high stats.
Defensive: Defensive Combat Training (Greater) is very solid, Dual-Minded is wonderful, Lucky (Lesser) also looks nice. Natural Armor and lots of Improved Natural Armor is also great mechanically, but unlike the rest very hard to justify on a Half Elf.
Skills and Feats: The Static Bonus Feat trait is very nice, especially the Quick Reactions one for Improved initiative. Skill Training is good, too, if you have some additional skills you want.
Magical: Enclave Protector is amazing, Spell Like Ability (either Lesser or Greater) is also potentially very nice, depending on the spell.
Movement: Flight's obviously great, but hard to justify on a Half Elf and expensive as hell to boot.
Offense: Ferocity, Poison Use, and Swordtrained are all very nice.
Senses: Darkvision's nice, though you likely have it already if going Drow-blooded. See In Darkness is really amazing.
What I'd personally do would be
Enclave Protector (3)
Dual-Minded (1)
See In Darkness (4)
Poison Use (1) - very Drow, and why not?
Skill Training (1) - Any two skills you like.
But that's my personal preferences not necessarily the best set.
Salarain
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So lets just say if I were to choose.
Human Heritage (0RP)
Senses Racial Traits - Advanced Traits: see in Darkness (4RP)
Defense Racial traits - Standard Traits: Dual-Minded (1 RP) and Spell Resistance, lesser (2RP)
Offense Racial Traits - Standard Traits: Poison USE (1RP)
Feat and Skill Racial Traits - Standard Traits: Static Bonus Feat (2RP)
Total RP = 10
is there any changes needed to be done?
Deadmanwalking
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So lets just say if I were to choose.
Human Heritage (0RP)
Senses Racial Traits - Advanced Traits: see in Darkness (4RP)
Defense Racial traits - Standard Traits: Dual-Minded (1 RP) and Spell Resistance, lesser (2RP)
Offense Racial Traits - Standard Traits: Poison USE (1RP)
Feat and Skill Racial Traits - Standard Traits: Static Bonus Feat (2RP)Total RP = 10
is there any changes needed to be done?
I'd strongly recommend skipping Spell Resistance (Lesser). Greater is potentially worth it, though. Level + 6 is almost never going to be useful, Level + 11 can be, and is only a point more.
Spell Resistance in general is also a little risky. It applies to things like your allies healing spells and requires a Standard Action to drop, after all.
Salarain
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Salarain wrote:So lets just say if I were to choose.
Human Heritage (0RP)
Senses Racial Traits - Advanced Traits: see in Darkness (4RP)
Defense Racial traits - Standard Traits: Dual-Minded (1 RP) and Spell Resistance, lesser (2RP)
Offense Racial Traits - Standard Traits: Poison USE (1RP)
Feat and Skill Racial Traits - Standard Traits: Static Bonus Feat (2RP)Total RP = 10
is there any changes needed to be done?
I'd strongly recommend skipping Spell Resistance (Lesser). Greater is potentially worth it, though. Level + 6 is almost never going to be useful, Level + 11 can be, and is only a point more.
Spell Resistance in general is also a little risky. It applies to things like your allies healing spells and requires a Standard Action to drop, after all.
I think that the GM question how would you get see in darkness. I would need fit it the elven blood line. in the ALTERNATE RACIAL TRAITS: drow-blooded only gives 60' dark vision. - the GM said that I could purchase it but I need come up a reason for see in darkness?
What would the best option in this case?
| Katydid |
Well, if as a half-elf your character had Drow darkvision, the strongest case judging by heritability would be to say that one of his/her immediate parents was a Drow. It would be up to you to tie in that connection to the backstory. Heck, if your GM allowed campaign traits you could even make a strong case for Finding Your Kin (Finding Haleen, Legacy of Fire) where the character searches for that lost relative. +1 skill and +1 hp in addition to your favored class bonus choice? Yes please.
Personally, if the GM permitted Advanced Race Guide access I'd be all over those mouthwateringly high-race point races. Totally would make a crossblooded Impossible/Fey Kitsune sorceress with Threnodic Spell and mind control all the things.
| Sarrah |
I did a thorough analysis of the build rules for my table - we banned that part of the book shortly thereafter. Here is the most broken build using 10 points:
Spell-Like Ability, At-Will (page 231)
Invisibility (4 pts)
Cure Light Wounds (2 pts)
Haste (4 pts)
<if you prefer other spells, insert spell at 2x spell level (cantrips count as level 1 spells)>
Such as:
Invisibility (4 pts)
Cure Light Wounds (2 pts)
True Strike (2 pts)
Mage Armor (2 pts)
| nate lange RPG Superstar 2012 Top 32 |
IMO- drop the 4 points for 'advanced' stats... +2 Str/Dex/Con and +4 Wis would be pretty awesome for a ranger (you would have to assign the -2 somewhere, but you shouldn't really need Cha, right?)
luck or greater luck, or greater defensive training are all good defensive options.
and never underestimate the value of spell-like abilities... they're good to begin with, most of them count as arcane spells (so let you qualify for arcane strike and other stuff), and it isn't that much for at will (if your GM allows it). things like gravity bow or aspect of the falcon would only cost 2 points each to get as at will abilities! or for 2 points you could take true strike at will (that might not sound all that great but at 11th you can take quicken spell-like ability...)
| Katydid |
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Word. At-will SLAs sound like a really fun thought exercise. Might even have to create a thread based on that. Here's a thought -
Spell-like Ability, At Will
Invigorate (2)
Moment of Greatness (2)
Vanish (2)
Mount, Communal (4)
Rage-cycling Barbarian who doubles his/her rage morale bonus starting at level 1. When you run out of rage and health, disappear and summon horses. HORSES EVERYWHERE. :D
Wait, wait. Beast Shape I (6) and Mount, Communal (4). Turn into a horse. Then summon a herd of horses and hide in the herd.
| Under A Bleeding Sun |
I'd drop spell resistance, it's much more likely to hurt you than help. Take things that boost your saves instead.
You could take see in darkness and at will sla deeper darkness. You will basically pwn everything. Keep it on your sword blade, and when you pull it out your the only one who can see. May be a bad idea though unless the rest of your party gets see in darkness, the party may get agrod. I still think see in darkness is probably worth 4 rp.
Flight has no prerequisites. May even want to throw more points at it to increase your speed an maneuverability. Using all 10 would net you perfect maneuverability with a speed of 70.
Your going twf, so you'll be feat starved. Bonus feat is good. Also improved initiative and weapon finesse each only cost 2 rp instead of the 4 rp a straight bonus feat costs. You can also pick a "static" feat for 2 rp, which you should do over the bonus feat.
You'll never go wrong with an ability score bonus.
Dual minded is pretty nice for a half elf, and a bargain at 1 rp.
Lucky Lesser is also nice.
Moon touched Dr grants Dr 5/silver and has no prerequisites so you qualify. That's going to be rarely overcome in most games.
silent hunter is pretty much fast stealth, but a little better, great for sneaky types.
Skill training for acrobatics maybe.
Salarain
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ok I've look at the Half-Elf with Drow for the elf side. I done some alternate racial trait changes.
HALF-ELF RACIAL TRAITS:
+2 to One Ability Score: half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking common and elven. Half-elves with high Intelligence score can choose any languages they want (except secret languages, such as Druidic).
ALTERNATE RACIAL TRAITS:
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. – This racial trait replaces the adaptability racial trait. (Exotic Weapon Proficiency: Falcata)
Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits then the human – particularly many of the physical features of the drow – and have darkvision 60 feet. This racial trait replaces the low-light vision racial trait.
10 more RP for race build:
Human Heritage (0RP)
Defense Racial traits - Standard Traits: Dual-Minded (1 RP) and Spell Resistance, Greater (3 RP) and Lucky, Lesser (2 RP)
Offense Racial Traits - Standard Traits: Poison USE (1RP) and Weapon Familiarity (1 RP)
Feat and Skill Racial Traits - Standard Traits: Static Bonus Feat (2RP)
What changes should I make for the 10 RP purchase?
| Sarrah |
At-will spell like abilities require a Monstrous Race and are thus probably not allowed on a 20 point race (depending on GM interpretation).
In terms of a reason for See In Darkness, a bit of Devil blood is the obvious answer.
That is an interesting interpretation, since on page 231 of the ARG book: "Prerequisites: None"
Deadmanwalking
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Deadmanwalking wrote:That is an interesting interpretation, since on page 231 of the ARG book: "Prerequisites: None"At-will spell like abilities require a Monstrous Race and are thus probably not allowed on a 20 point race (depending on GM interpretation).
In terms of a reason for See In Darkness, a bit of Devil blood is the obvious answer.
Uh...also from the ARG (though I'm quoting the PRD, so I lack a page number):
There are three power levels: standard, advanced, and monstrous. Standard races can only take standard racial traits, while advanced races can take both standard and advanced racial traits, and monstrous races can take standard, advanced, and monstrous racial traits. Table 4–1 summarizes the number of RP you can spend as well as the maximum number of traits per racial trait category you can take based on your power level.
So, by the rules, only Monstrous Races are allowed to take Monstrous Racial traits. 20 Race Points is either Advanced or Monstrous (GM's choice). Therefore...it depends. If the GM means it as an Advanced Race (as I suspect) those Traits aren't allowed. If it's a Monstrous Race...that's different. Hence 'depending on GM interpretation'.
| Matt2VK |
I plan to select Ancestral Arms for Exotic Weapon Proficiency (Falcata). Also plan to dual wield a small falcate on the off-hand for light weapon.
I'm not sure using a small version of a weapon in a off-hand is legal. Even if it is, might want to check with your GM to see if it will be allowed.
Salarain
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Salarain wrote:I plan to select Ancestral Arms for Exotic Weapon Proficiency (Falcata). Also plan to dual wield a small falcate on the off-hand for light weapon.I'm not sure using a small version of a weapon in a off-hand is legal. Even if it is, might want to check with your GM to see if it will be allowed.
Yes GM is allowing me use a smaller form of a Falcata on the offhand.
Salarain
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ok I've look at the Half-Elf with Drow for the elf side. I done some alternate racial trait changes.
HALF-ELF RACIAL TRAITS:
+2 to One Ability Score: half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking common and elven. Half-elves with high Intelligence score can choose any languages they want (except secret languages, such as Druidic).
ALTERNATE RACIAL TRAITS:
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. – This racial trait replaces the adaptability racial trait. (Exotic Weapon Proficiency: Falcata)
Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits then the human – particularly many of the physical features of the drow – and have darkvision 60 feet. This racial trait replaces the low-light vision racial trait.
10 more RP for race build:
Human Heritage (0RP)
Defense Racial traits - Standard...
I am still waiting on a response?
| Sarrah |
Sarrah wrote:Deadmanwalking wrote:That is an interesting interpretation, since on page 231 of the ARG book: "Prerequisites: None"At-will spell like abilities require a Monstrous Race and are thus probably not allowed on a 20 point race (depending on GM interpretation).
In terms of a reason for See In Darkness, a bit of Devil blood is the obvious answer.
Uh...also from the ARG (though I'm quoting the PRD, so I lack a page number):
Advanced Race Guide wrote:There are three power levels: standard, advanced, and monstrous. Standard races can only take standard racial traits, while advanced races can take both standard and advanced racial traits, and monstrous races can take standard, advanced, and monstrous racial traits. Table 4–1 summarizes the number of RP you can spend as well as the maximum number of traits per racial trait category you can take based on your power level.So, by the rules, only Monstrous Races are allowed to take Monstrous Racial traits.
Okay, found that line on p. 220. You are correct.
Race Points is either Advanced or Monstrous (GM's choice). Therefore...it depends. If the GM means it as an Advanced Race (as I suspect) those Traits aren't allowed. If it's a Monstrous Race...that's different. Hence 'depending on GM interpretation'.
Monstrous Humanoid is a 3 point option (p. 217) which - depending on the GM's interpretation - may surpass the 20 point requirement.
If the GM says no, then a Half-Elf with 10 bonus points = 12 points = Advanced Race.
If the GM says no, the most broken build I can come up with is:
Type: Humanoid (0 pts)
Size: Small (0 pts) -1 CMB/CMD, +1 AC, +1 to hit, +4 stealth
Speed: Normal (0 pts) 30 base speed
Ability Score Modifier: Weakness (-1 pts) +2 to a physical ability score, +2 to a mental ability score, -4 to any other ability score (your dump stat)
Language Quality: Standard (0 pts) (Common + Elven)
Racial Traits:
Static Feat Bonus (2 pts) (extra bonus feat with no prereqs)
Nimble Attacks (2 pts) (Weapon Finesse as a bonus feat)
Quick Reactions (2 pts) (Improved Initiative as a bonus feat)
Darkvision (2 pt) (60 feet: for drow background)
Light Blindness (-2 pt) (blind in round 1 of entering sunlight, then dazzled (just like light sensitivity): for drow background)
Fast (1 pt) (+10 base speed)
Swim (2 pts) (30 foot swim speed, +8 swim checks)
Amphibious (2 pts) can breathe both air and water
Total: 10 pts
| Sarrah |
Human Heritage (0RP)
Defense Racial traits - Standard Traits: Dual-Minded (1 RP) and Spell Resistance, Greater (3 RP) and Lucky, Lesser (2 RP)
Offense Racial Traits - Standard Traits: Poison USE (1RP) and Weapon Familiarity (1 RP)
Feat and Skill Racial Traits - Standard Traits: Static Bonus Feat (2RP)
The Greater Spell Resistance (11+character level) is an absolutely amazing way of avoiding damage and conditions at lower levels. This ability gets less useful at Level 10 and is basically pointless at Level 15. The average level 15 caster will be able to overcome 26 SR with a roll of a 3.
Poison Use is an amazing ability that many have argued should be standard for many classes (and subsequently got veto'd by Paizo).
Lucky, Lesser (+1 to all saves) is a very solid choice that benefits every character.
Static Bonus Feat (extra bonus feat that has no prereqs) is a very solid choice for every build.
Weapon Familiarity (chose 2 weapons - people of this race are always proficient with these weapons OR chose 1 weapon and a racial subtype - people of this race are always proficient with this weapon and weapons with their race name in the title (Elven Curveblade for example)) : This is not going to be very useful for Rangers (OP is making a ranger). It is a nice flavorful pick.
Dual-Mind (I don't know what this does off the top of my head - I don't know everything)
| Sarrah |
Ahh. Dual-Mind (untyped +2 to all will saves) will be especially useful to Rangers as their weakest save is will saves. Due to being an untyped bonus, it stacks with Lesser Luck for a total of +3 to Will saves.
This is nice. Save DCs on spells are very difficult to raise (the way to raise save DCs is essentially a feat hog giving only one route for casters). This treats you equal to or better than monk saves until and including Level 9. By then, saving vs. spells is much easier than for the first couple levels.
Overall, this is a very nice build.
Salarain
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Ahh. Dual-Mind (untyped +2 to all will saves) will be especially useful to Rangers as their weakest save is will saves. Due to being an untyped bonus, it stacks with Lesser Luck for a total of +3 to Will saves.
This is nice. Save DCs on spells are very difficult to raise (the way to raise save DCs is essentially a feat hog giving only one route for casters). This treats you equal to or better than monk saves until and including Level 9. By then, saving vs. spells is much easier than for the first couple levels.
Overall, this is a very nice build.
Thank you Sarrah!,
Very good view points. The avise you've given me. made me happy.The whole idea is to pick well-rounded choices. I wanted to see if someone could come up with a better way for be a Half-Elf(Drow) as Range path.