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Messages - Triskavanski

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1
Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: October 13, 2015, 08:16:11 PM »
Pathfinder, Melee Tactics Toolbox.

2
Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: October 13, 2015, 08:45:54 AM »
Artful Dodger - Int replaces Dex for Prereqs of feats.

3
Min/Max 3.x / PF Level 4 Gestalt Aether Kinetic and...???
« on: October 12, 2015, 03:27:17 AM »
My late night Saturday game fell apart after a few players left, leaving us with three players and a DM. It took a few weeks before we finally turned it in, and started a new. The new game is going to be heavy scifi oriented.

Since there is only three players the GM is using Gestalt rules from 3.5. With the limitation we can't be two level 6 or level 9 caster classes.

We've got a Machinesmith/Kinetic Surgeon and a Cyber-Knight Fighter/White Mage Arcanist.

For me, I've decided to go down the lines of a super telekinetic caster. The race I'm using is a 3rd party race that gets the ability to use its mind to form telekinetic 'hands' allowing me to use my Int in place of Str after taking two feats. And it starts off with two feats
It gets +2 con +2 Int -2 Dex, so I'll be taking Kinetic Weapon

Stats I rolled are 14, 13, 12, 11, 16, 18

The question I have here is, what should I pair it with? I'm thinking either Mindblade, Lorewarden Martial Master fighter or A rogue of somekind (As we do lack some real dedicated trap disarming)

4
D&D 3.5 and Pathfinder / Re: 3.5 Master of Force
« on: October 04, 2015, 10:55:08 AM »
My DM has now cleared the use of knowstones as well for my Sorcerer, paving the way for my ability to be totally badass combative type guy. however he said no to keeping track of fractional BAB. Which is sad, but happens. (Otherwise I'd have the ability to pick up two class levels in anything medium bab or higher.

I find it awesome that Shield is eventually going to get to the ability of 11 shield Ac, and with Greater Mage Armor, I'll have a total of 8 armor value. Luminous armor I know is like one of the ones people try to point out before, but as a Sorcerer I can't use it. Beyond that, I have to be good, and deal str damage to myself to prepare it.

Sadly he isn't going to let me do a Force missle mage, but I'm pretty much mapped out for the foreseeable future as far as classes I'd be taking.


I figured Combat Casting would be good for a character who's going to be in melee. In addition, Mobile spell casting is useful cause you know, 60 foot movement speed while also casting a spell. I have a slot open for third level for a feat, that I don't really know what to pick up. The best one for a gish IME is always extend spell, but Most of my spells will get that automatically with Abjurant Champion and Argent Savant


5
Min/Max 3.x / Re: Pathfinder Mesmerist
« on: October 02, 2015, 12:15:29 AM »
Plotting Spread

That is pretty much what I plan on leveling up in.

I've got a bit of a wonder about Psychosomatic Surge

Particularly the idea of someone being reduce to fewer than 0 hp, maybe even to the point of being below con as well (And should be dead as a result) Would this allow a person to continue to keep living until the temp hp die out? Would you be able to heal a person in this state with a cure light wound spell?

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D&D 3.5 and Pathfinder / Re: Stuff you wished they did more with
« on: September 29, 2015, 10:47:23 PM »
For me, its support for the unusual classes, like Factotum, Beguiler, hexblade and the like.

I really wish there was more 'multiclass' feats. Like Swift Hunter

Luck feats, Skill tricks, Heritages. Espcailly things that would be put into a hardcover book.



In pathfinder, I wish they would have done more things like Equipment tricks. More feats that evolved or progressed in ability. Word Casting. Racial Favored class bonuses for non PHB races. Race building.

7
Min/Max 3.x / Pathfinder Mesmerist
« on: September 29, 2015, 07:50:17 PM »
Theribault Haberdasher

So, one of my GMs decided to split his game time slot with another GM, giving me two games on Saturday. Yeah, for some reason most of the GMs I have been playing with all decided about the same time to do a new game, but for this new game, I decided to go down the lines of a new class, The Mesmerist.


I'm quite in love with this class already, as its allowing me to rather easily revive an old character I played in Call of Chuthulu who was one of the most powerful combatants I've played in CoC, without ever having a weapon. As it turned out, in CoC hypnotism was very effective for dealing with zombies or crazy people.

And now I get to play him here again! Much joy I feel!

But lets get down to brass tacks and pocket watches. What to really do with the character? We're starting at level 1, and after debate between human and unicorn, I have human winning out. Particularly because of Ready for Battle and a few of the stare feats.

The first trick I'm planning on is Shadow Splitter due to the trick's ability to make it so we don't die, as I do put a favor on not dieing.

At third level, I'm taking Disorientation for my Bold stare, as this one here also helps in us not dieing. At 7th level, Psychic Inception as then I should be running into more things immune to mental effects.

Beyond that, I'm not entirely sure where to go with it. I'm working to be a mitigation type supporter, who helps the entire party not die, and do want to take somethings to help heal after, as we currently don't have a more healy healer. (Treat Deadly Wounds and UMD are on my list of things to help with this. ) 

8
D&D 3.5 and Pathfinder / Re: 3.5 Master of Force
« on: September 27, 2015, 04:03:58 PM »
I see, I'll scrap the ghost thing even though its an allowed book.

Well that being said, I'll try something else, While the party does have a particularly large force of strong front line fighters, I've decided I'd continue down the same. (The other two really aren't too strong)

We've got a Paladin with 14s and 10s, a Raptorian Monk and a human factotum.


I've got something like this Battle Sorcerer of Force

so Looking at something like Battle Sorcerer 2/Human Paragon 3/ Argent Savant 5, and Abjuratant Champion 5.

I have at least two levels after 5th between Battle Sorcerer 2 and starting up the Abjurant Champion And I'm not entirely certain what to fill them with. I could go 2 more levels of Battle Sorcerer, 2 levels of spellthief (Picking up Master Spellthief of course, but delays my Argent Savant by another 2 levels), 2 levels of Uncanny Trickster (Delaying my AS again by 1 level)


9
D&D 3.5 and Pathfinder / 3.5 Master of Force
« on: September 27, 2015, 12:42:29 PM »
Is it possible to start off with a ghostwalking character from level 1 who could be adventuring with a normal party?

10
Min/Max 3.x / Re: [PF] The Best Grappler You'll Ever Play
« on: September 27, 2015, 11:50:44 AM »
Well my point there was that hopefully, there isn't a limit on the size of what you can and cannot grapple. Cause they made an archetype specifically to grapple really big things.

11
Min/Max 3.x / Re: [PF] The Best Grappler You'll Ever Play
« on: September 27, 2015, 01:45:31 AM »
Basically lets put it this way..

They released an archtype for brawler that has the primary focus of wrestling linnorms


Now in Heroes of the Streets, they've also released a feat that allows out to coup de grace pinned enemies as a standard action.

12
D&D 3.5 and Pathfinder / Re: 3.5 How good is Mettle and how to improve it?
« on: September 26, 2015, 01:50:52 AM »
So I could go Human Paragon 3, StoneBlessed (Dwarf) 3 and then follow it up with the Deep Warden.

Just need to throw in a level of Prios Templar I suppose, and take stead fast determination (Did have to get endurance for Prc anyways.)

Now I'll have con for AC, Fort, Will and HP.

And due to an 18, I'd have 27 con by level 6.

13
D&D 3.5 and Pathfinder / Re: 3.5 How good is Mettle and how to improve it?
« on: September 26, 2015, 12:50:13 AM »
Is there any classes that use a high Con score for something? That could possibly benefit greatly from say, A Mongrol Folk who had something like 24 con by level 4?

14
D&D 3.5 and Pathfinder / Re: 3.5 How good is Mettle and how to improve it?
« on: September 25, 2015, 12:18:24 AM »
The templar also had a small amount of damage reduction. And most importantly.. Isn't alignment restricted.

But still is a fight between the Hexblade and Pirous.

Is there another way to get a boost to all saves like the Pally has? Or like the hexblade?

15
D&D 3.5 and Pathfinder / Re: 3.5 How good is Mettle and how to improve it?
« on: September 24, 2015, 10:30:58 PM »
Quote
Hexblade 3
Pious Templar 1, ecl 6, Complete divine
Vigilante 9, ecl 14, Complete Adventurer
Witch Slayer 2, ecl 7, Tome of Magic
Sohei
Crusader 13, Tome of Battle
Deneith Warden 5, ecl 9, Eberron: Dragonmarked
Master Specialist (abjuration) 7, ecl 10, Complete Mage - works for all saves, see text
Argent Fist 8, ecl 13, Faiths of Eberron
Hellreaver 4, ecl 9, Fiendish Codex II
Kinslayer 1, ecl ?, Drow of the Underdark

Honorable Mention
Iron Mind 5, ecl 10, Races of Stone - "mettle of will" affects will saves only
Goliath Rogue 2 racial substitution level, ecl 3, Races of Stone - "mettle of mountains" affects Fort saves only, improves if later gain

From the Lists of Stuff

Pious Templar does get it at level 1. Though I'm not really good at doing divine classes too much. Our current group has a Paladin, a Raptorian Monk, and a human factotum.


Beyond the Complete series, Monster manueles and the like, additional books aforded to us.
drow of the underdark
frostburn
ghostwalk
Book exalted deeds
heroes of battle
heroes of horror
libris mortis
manual of the planes
masters of the wild
Races of stone
races of the wild
 standstorm
savage species
strormwreak
sword and fist
Song and silence

16
D&D 3.5 and Pathfinder / 3.5 How good is Mettle and how to improve it?
« on: September 24, 2015, 09:20:21 PM »
Some other ideas that have been floating around in my head is characters who have the ability to acquire some rather powerful immunities.

Following  Mettle, I'd use Steadfast Determination to follow it up, giving me a single stat for both, and the ability to ignore the rolls of 1s on fort saves.

So I'm wondering how good mettle is, as this is also on my list and much of the reason for this.  Clearly the Hexblade is the fastest way, but is it the best way?.

17
D&D 3.5 and Pathfinder / Re: 3.5 Undetectable Spellcasting
« on: September 24, 2015, 08:48:25 AM »
How is this for a build concept then?

Spell Thief 1/ Sorcerer 3/ Human Paragon 3/ Spell warp Sniper 5/ Magical Trickster 3/Arcane Trickster 5

Magical Trickster could be replaced by Uncanny Trickster for similar effects.

Of course we'd take practiced spell caster sorcerer.


Another idea is (Pending GM Allowment)
Generic Spell caster 1/ Human Paragon 3/ Spellwarp Sniper 5/ Arcane trickster 8/ Magical Trickster 3

Using the Generic Spellcaster, we get the sneak attack and spell casting requirements out of the way as quickly as we could.



18
Min/Max 3.x / Re: Pathfinder Dirty Fighter
« on: September 23, 2015, 08:27:14 PM »
Ah cause its in the monster codex.

Keros oil, how does one use this effectively?

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Min/Max 3.x / Re: Pathfinder Dirty Fighter
« on: September 23, 2015, 09:08:56 AM »
wacked?

20
Min/Max 3.x / Re: Pathfinder Dirty Fighter
« on: September 22, 2015, 11:00:32 PM »
Now I've found Throat Slitter in Heroes of the Street, which has one of the more interesting feats.

Particularly because it opens up Pinned as a condition that can allow you to perform a coup de grace, as a standard action.

Combined with Bushwack, this allows you to perform a grapple attack during the surprise round as a standard action, and follow it up with a free Pinning attempt. If Chokehold is used, the target won't eve be able to shout out. Then next round you can use your standard to slit the target's throat. A rather lovel combonation that could be used to take out targets one at a time.

This could be employed by a rogue or ninja rather easily. Especially if they've got major magic to cast vanish.

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