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Messages - faeryn

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1
D&D 3.5 and Pathfinder / [PF] Half-Orc Elemental Bloodrager
« on: December 31, 2019, 05:55:22 PM »
So we are coming up on a long stretch of downtime in our campaign in a couple of sessions and I’m planning to use this time to do some large scale retraining after realizing how horrible of a mistake I made with my build before (ya’ll were right, I was better off going pure bloodrager)...

Anyways with this downtime I will be retraining into just straight bloodrager. Currently my retrained build plan is as follows:

Crossblooded Bloodrager [Elemental-Fire/Abyssal]
Feats: Skill Focus [Survival], Eldridge Heritage [Orc], Arcane Strike, Blooded Arcane Strike, Cornugon Smash, Vital Strike, Reckless Rage, Devastating Strike, Improved Vital Strike, Greater Vital Strike
Bloodline Feats: Power Attack, Intimidating Prowess, Weapon Focus [Greataxe], Toughness, ???
Bloodline Powers: Elemental Strikes, Demonic Bulk, Elemental Movement, Abyssal Bloodrage, Elemental Form, Elemental Body

We are currently Mythic T4 as well, I’ve taken Extra Mythic feat twice giving me:
Mythic Arcane Strike, Mythic Power Attack, Mythic Vital Strike, Mythic Eldritch Heritage


At current we are level 15, and I’m like some feedback on my revised build... as well as some suggestions as to what to take for my remaining Bloodline Feat, some options for improvements, and some idea on how to work Amplified Rage into the build...

Note: I am aware that Reckless Rage is considered a poor feat choice, however when combined with Mythic options such as Mythic Power Attack and Mythic Vital Strike, the extra damage it adds is significantly amplified, same goes for Devastating Strike.

2
It was a fun concept that gave me some great RP story opportunities... but beyond that the challenge of making something so terrible into something that could be good...

As the archetype is written, it is unplayable at low levels... so we did put in place some houserules on it to make it actually functional from level 1... (yeah, I’m aware that it should have been a giant red flag when houserules are required to make the class functional)... the main one being the effortless transformation to my original form. As long as I am not in a situation that would disrupt my ability to maintain the form, I don’t need to make a save for every extra hour. The second is access to a rudimentary humanoid form while in my base ooze form, this form allows me access to magic items and simple actions (such as holding items and drinking a potion) but am otherwise still unable to speak, attack with manufactured weapons, or perform dexterous skill checks with fine precision (such as disable device), maintaining this form however does require the normal fort save for every extra hour, just as if I were to assume the form of another humanoid creature, but is usable in anti magic fields unlike all other forms if I succeed a fort save.

And with us playing a variant of gestalt (we can train into our gestalt class levels when we have 7+ days of downtime, currently we’re at 2//1 under this variant, we have a few other limits on this gestalt variant too...) it gives some opportunity to shore up a few of the archetypes weaknesses...

Edit:
With how things have been going so far in the campaign her natural shape shifting has lead her to be one of the most stealthy members of the party (not that stealth means much when the barbarian in the party announces his and everyone else’s presence within 5 seconds of entering anywhere...)

3
I really like the idea of utilizing that Sanpkhang weapon's properties with my natural attacks via Weapon Shift... but unfortunately the Oozemorph archetype trades off Wildshape... which makes me ineligible for Weapon Shift... I most certainly be picking up Virulent and Toxic enchantments on my Stonebow for that extra +7 on my Poison DC

4
In one of the campaigns I'm in I'm playing a Gnome Shifter(Oozemorph)//Alchemist(Toxicant/Vivisectionist) and well... I'm trying to figure out some useful magic items to pick up along the way as I level... It is worth noting, that we have houseruled the Oozemorph's Fluidic Body ability to allow me to maintain my original race's humanoid form effortlessly outside of extreme conditions (receiving Massive Damage in Combat, Drunkenness, Mind Control, etc...) and antimagic fields (as per the abilities original wording).

I have put a heavy focus on crafting Alchemical items and launching them at enemies from a Stonebow via use of Alchemical Sling Bullets, and have recently acquired a few more potent Alchemist's Bullets. When it comes to melee her Morphic Weaponry ability is her go-to choice, alongside her Toxic Secretion from Toxicant (which I'm curious as to if it follows the same rules as normal poisons when applied to ammunition, i.e. 1 does applies to 10 pieces of ammunition)...

As far as attributes are concerned... Dex, Con, & Int are the only attributes of real importance too her. (Currently Lv 2 with 6 Str, 20 Dex, 20 Con, 18 Int, 12 Wis, 10 Cha)

So anyways... The types of items I'm most interested in:

Anything that can improve my Shifter abilities (which I am aware might be nothing due to the Oozemorph archetype replacing 90% of the class features)
Anything that improves Craft(Alchemy) - No competence bonus items (Alchemist class grants Competence bonus = to Level)
Anything that improves Poisons
Anything that improves Sneak Attack, melee or ranged (already plan to get Greater Sniper Goggles when I can)


Figured I'd ask on here to see if any of the min-max guru's might have some ideas on useful magic items for the character, especially ones that fall into the above listed categories of interest.

5
When your far from being the only spell-caster in the party, a more limited spell list isn’t that big of a deal... especially when your spell selection is more highly specialized than the others. Which is why I haven’t bothered with the human sorcerer FC bonus spells.

I’ve already got the robe of arcane heritage... and bloatmage, while it does have some nice class features, it has its own entire host of major drawbacks... the -20 movement speed being one of the worst for a front-line melee build like mine...

6
I have my reasons for the build being the way it is... and to be 100% honest, Evangelist is the only prestige class that could actually work with the build... continuing her Orc Bloodline progression is an absolute must, which is the reason for going Sorcerer for most of the levels in the original build.

The single level of Bloodrager was really just to set the basis for the character's build as well a Bloodrager... but full progression of the bloodrager class is kinda poor... however, since she's built around using Bloodrage, I made sure to get the Mad Magic feat so she could use non-bloodrager spells in a Bloodrage.

The levels of Magus are really just there to allow her to actually utilize her spells in melee combat effectively, and due to multiclassing I had to take a minimum of 6 levels of Magus for the Broad Study Arcana to allow her to use spells from other classes for Spellstrike thus allowing her to utilize her higher caster level from Sorcerer for more potent Spellstrikes from sorcerer spells in the long run.

Sorcerer is the only class that offers the Orc Bloodline, so Crossblooded Sorcerer with Elemental[Fire] (required due to how Bloodrager bloodlines work, and the arcana pairs great with Orc Favored Class bonus for both Magus & Sorcerer) and Orc (the Bloodline she's actually progressing) Bloodlines... Really the whole point in Sorcerer on this build is the Orc Bloodline... it is actually a pretty damn strong melee caster bloodline. The added benefit of higher level spells is just a nice bonus, and with losing 7 levels to other classes already, not really a big bonus since it ends up just being 1 extra spell level.

Besides Evangelist the only other PrC that progresses bloodlines is Dragonfire Disciple, and that requires the Draconic bloodline, which is not a fit for this character. Sure I could have in theory taken Draconic instead of Elemental, but I had backstory reasons for going with Elemental.

That all said... I was really hoping someone would give a thought out analysis in regards to the Evangelist prestige class and how it may or may not fit in with a particular build, rather than a flat yes or no... because how it stands I'm looking at it thinking the biggest downside for her is just a 1 level delay on her bloodline progression, which really isn't that detrimental since we're playing with Mythic Tiers and I can just get +4 to my bloodline level for determining the strength of bloodline powers when we get our next mythic tier.

As for if it's too late or not... not yet... we're still level 10... havn't progressed to 11 yet which is when I'd be taking the first level of the PrC or not. We've had a lot of primarily RP only sessions over the last month and ended our session last night with a large combat that might kill some of us about to begin...

7
Gaming Advice / [PF] Rogue/Alchemist options
« on: May 14, 2019, 10:27:09 PM »
I'm playing a Tinkerer Alchemist in a side campaign, and I'm considering taking some levels in Rogue as well... however I've got a bit of a dilemma, and I'd like to know if there are any alternative options available to accomplish the same ends.

While looking at Rogue, I ran across a few very promising Archetypes that fit my character. I'd really like to take the Carnivalist archetype to improve on her Clockwork Familiar by allowing it to deliver sneak attacks. The familiar has the Mauler archetype already, so it'll have no issues flanking to qualify for Sneak Attack. Additionally the Scout archetype looks like a promising option to give a reliable way to deliver ranged Sneak Attacks although it doesn't really help until 8 levels in... And then there is the Underground Chemist archetype giving Sneak Attack to my bombs and splash weapons, as well as continuing to grant a bonus to my Craft(Alchemy)...

Now here is the source of my dilemma... Carnivalist & Underground Chemist both replace 4th Lv Rogue Talent... so I'm unable to take both together... and there-in lies the problem... in order to make levels of rogue worth-while for the build I really need to be able to continue progression of her Familiar, apply Sneak Attack to Bombs, and have my Familiar capable of Sneak Attack...

So, my question: What other options exist for getting Sneak Attack to a Familiar &/or Splash Weapons?

Open to Feats, Rogue Talents, Alchemist Discoveries, Archetypes, Magic Items... anything really... I'm not as concerned about the Familiar progression as being able to get SA on both familiar and bombs... I can easily just get something like Familiar Bond or Eldritch Heritage [Arcane] to progress the familiar.

Side question: Are there any better alternatives than Scout for reliable ranged Sneak Attack?
Side question #2: Would the Scout's Charge ability apply to a Carnivalist's Familiar as well to qualify it for Sneak Attack on a charge?

8
I have no idea what this build is supposed to do. It just looks bad to my eyes. But to answer your question: You don't get any favored class bonus at all when you level a prestige class. It's part of what makes prestiging so awful for spontaneous classes, since they are normally heavily dependent on the bonus spells known favored class bonus. You can get around that a bit with a Mnemonic Vestment, Paragon Surge for Expanded Arcana, or, as a Sorcerer, being 9th-level Razmiran Priest (giving you constant access to all the divine spells whose scrolls you can lay your hands on) or Mongrel Mage (which lets you get different bloodline spells on a day-to-day basis or use the level 9 bloodline power of the Arcane bloodline to spontaneously add any sorcerer spell you need to your spells known list).

The build is really just a melee caster built around utilizing bloodrage and spellstrike to its fullest extent. Quite honestly, if the Orc bloodline was available to Bloodrager, and if Bloodrager got bloodline arcana's it would have been just Bloodrager & Magus... but with the Orc bloodline being Sorcerer only, and Bloodline Arcana's being Sorcerer only. I opted to build mostly sorcerer... with 1 level of Bloodrager to set the foundation of the build and Magus remains as the backbone for Spellstrike along with Spell Combat to improve action economy with combat buffs.

Really at this point, my question ultimately comes down to this:

Are the benefits of the Evangelist prC worth giving up +6 damage to Fire spells, 1 level of Sorcerer spellcasting, 1 Bloodline Spell & Feat, and delaying my Bloodline progression by 1 level?

9
You Break it You Buy it / Re: Beast of Strength
« on: May 10, 2019, 02:42:46 AM »
Yeah, it's PF specific...

10
You Break it You Buy it / Beast of Strength
« on: May 09, 2019, 03:47:07 PM »
Out of sheer boredum last night, I set about theory crafting a character with as high of a strength score as I could possibly push it... and this is what I ended up with... the build would require Gestalt rules and Variant Multiclass to pull off...

Bloodrager:20//Alchemist:2/Fighter:8/Evangelist:10
Race: Trox
Bloodrager Archetype: Crossblooded
Bloodline: Abyssal & Hag
Bloodline Powers: Hag Transformation & Abyssal Bloodrage at 12th & 16th The rest are inconsequential
Bloodline Feats: They are all pretty bad... Power Attack & Cleave are the only useful ones but they are available so late...
Alchemist Archetype: Ragechemist
Alchemist Discoveries: 2nd: Anything
Fighter Archetype: Mutation Warrior
Mutagen Discoveries: 7th: Anything | 11th: Greater Mutagen | 15th: Grand Mutagen
Bonus Feats: Power Attack, Furious Focus, Vital Strike, Devastating Strike, Improved Vital Strike, Greater Vital Strike, +3 more
Variant Multiclass: Cleric
Cleric Domain: Strength-Ferocity
Feats: Skill Focus[Survival], Eldritch Heritage[Orc], Improved Eldritch Heritage[Orc 9th], Greater Eldritch Heritage[Orc 15th], Extreme Mood Swings
Weapon: +5 Anything with Furious & Courageous
Evangelist Aligned Class: Fighter
Spiritual Form Attribute: Strength

End result:
Bloodrage: +20 Morale to Strength (Mighty Bloodrage +8, Hag Transformation +2, Abyssal Bloodrage +6, +3 Furious+Courageous, Extreme Mood Swings +1)
Rage Mutagen: +10 Alchemical to Strength
Might of the Gods: +10 Enhancement to Strength
Strength of the Beast: +6 Inherent to Strength
Power of Giants: +6 Size to Strength
Spiritual Form: +4 Strength
Leveling: +5 Strength
Racial: +8 Strength
Total: +69 to Strength If starting with an 18 that's an 87 Strength Score at Lv20

if I could figure out a way to work Dragon Disciple into the build without losing bonuses from Bloodrage & Mutagen then I could push that to a 91 Strength Score...

Mythic tiers can also add another +12 easily... +2 for every even tier, and an additional +2 from the Enhanced Ability Universal Path ability

11
After my previous character was removed from existence by a deity... I rolled up a Half-orc "Bloodrager"... she's really just 1st Lv Bloodrager, 6th Lv Magus, and the remaining 13 Levels planned to be straight Sorcerer... however, the Evangelist prC was recently brought to my attention and I'm actually curious as to if the it might be worth it to build into... We are currently Lv10, and the DM will allow me to take the Deific Obedience Feat at Lv11 to qualify for Evangelist at Lv11, so I'd be taking my remaining 10 levels as Evangelist if I go this route...

My Current Build:
Enlightened Bloodrager:1/Eldritch Scion Magus:6/Crossblooded Sorcerer:3
Bloodrager Bloodline: Elemental[Fire]
Eldritch Scion Bloodline: Elemental[Fire]
Sorcerer Bloodlines: Elemental[Fire] & Orc (Selecting Orc bloodline powers at each level)
Favored Class: Magus & Sorcerer (Eclectic)
Deity: Gorum
Feats:
Fire God's Blessing (DM Allowed Gorum to quality)
Power Attack
Arcane Strike
Eclectic
Blooded Arcane Strike
Mad Magic (Magus Bonus Feat)
Magus Arcanas:
Flamboyant Arcana
Broad Study

She is a very heavy melee focused character, with spells used largely to enhance her combat ability, and the bonus of being able to add in Spellstrike to make her hits even more devastating...

I had originally planned to take Vital Strike at 11th Level and the finish up my Feats with Extra Rage at 13th, Devastating Strike at 15th, Maximize Spell at 17th, and Improved Vital Strike at 19th...

if I take Evangelist, I'd be dropping Maximize Spell off my feat list and it'll delay my Vital Strike feat progression a bit...

Depending on if Aligned Class qualifies for Sorcerer Favored Class progression or not, I might retrain Eclectic and replace it with Extra Rage to allow me to get my Vital Strike feat progression completed earlier... and that will open up an extra feat to possibly take Maximize Spell again (or something else that might fit)...

From what I can see on my own it looks like the pros and cons of going evangalist are:

Pros
  • Max BAB +14 vs +11
  • d8 vs d6 HD
  • 6+INT skills vs 2+INT
  • +2 Dodge to AC
  • Gorum's Obediance bonus (I think it was an atk or damage bonus, don't have the book in front of me atm)
  • +4 Sacred bonus to untrained skill checks
  • Know(Religion), Diplomacy, Heal, +2 bonus Skills as Class Skills

Cons
  • CL 12 vs CL 13 Sorcerer spells
  • Delayed Bloodline progression 1 level
  • loss of 13th lv bloodline feat
  • loss of 13th lv bloodline spell
  • Required daily deific obedience
  • Feat requirement
  • possible loss of Favored Class Bonus (+6 damage to Fire Damage spells)
  • +4 Str vs +6 Str from Strength of Beasts bloodline power
  • Suffer Light Sensitivity for 1 extra level (Orc Bloodline Arcana)

As it stands... I'm not really sure if the pros outweigh the cons on this one... The loss of 1CL doesn't have a major impact on me, since I'm already giving up 7CLs of Sorcerer for 6Lv Magus and 1Lv Bloodrager...

12
Quote
As concealing amorpha, except the quasi-real membrane so distorts your image and actual position that you gain total concealment (opponents have a 50% miss chance), but for a shorter period of time.

The power specifically states it’s a 50% miss chance... yes it blocks line of sight and line of effect, but it doesn’t negate targeting. And unlike most sources of total concealment, this source isn’t a solid object, it is a magical/psionic distortion of the space around you. You are not invisible, think of it more as a blink spell.

13
D&D 3.5 and Pathfinder / Re: What would balance Simulacrum?
« on: April 07, 2019, 09:00:53 PM »
The requirement of a piece of the target you wish to copy is actually a very strong limiting factor. Your spell component pouch gives you GENERIC components, it does not give you specific components. That toenail clipping in your spell component came from a completely random person, and has a 1 in a billion chance of actually belonging to the person you wish to copy... in fact, it has a better chance of being YOUR own toenail clipping than any other specific individual. Eschew materials also doesn't let you ignore that specific component, as it is a component outlined in the effect of the spell, not the spell components section of the spell, it really wouldn't even let you ignore the ice/snow sculpture component since that component is in fact the target of the spell.

Simulacrum's components were specifically laid out to limit how easily accessible the spell actually is. It is a very powerful spell, and it's components restrict you on how easily you can actually cast it by not only requiring an expensive material component, but also requiring 2 very specific components. You must have an actual piece of the target you wish to duplicate AND the ice sculpture must be in their likeness. The component pouch and eschew materials only let you ignore easily obtained generic components that you could find anywhere. Once you start getting into specific and unique components, you are no longer able to simply ignore the component simply because you have the pouch or the feat.

14
D&D 3.5 and Pathfinder / PF: looking for some advice on a couple builds
« on: November 21, 2018, 09:08:07 PM »
Ok, so I'm currently playing in 2 seperate Pathfinder campaigns, and I'm trying to figure out how to keep my 2 characters up to par with the rest of the party as we advance into higher levels. In one campaign we just hit lv4 this week, and in the other we just hit Lv5 last week. My 2 characters are a Catfolk Eldritch Scoundrel Rogue (Lv4) and a Halfling Unlettered Arcanist (Lv5).

The Rogue uses her Natural Weapons (claws) for combat, and her spells are focused towards utilities. She's also got the Multiclass Variant Wizard progression (minus 3rd Level Familiar, DM permitted skipping the Familiar to keep 3rd level Feat), with the Aether Elemental Arcane School, Water opposition. What I'm looking for is some options to improve her Natural Weapons and Sneak Attack, without sacrificing her spell casting in the process.

The Arcanist is heavily focused on Enchantment and Divination spells themed around "Luck". She's even got herself access to the Destined Bloodline, and will be picking up the Luck-Fate Domain, and Divination-Foresight Arcane School in a couple of levels. What I'm looking for here, is some options for her in later levels when Enchantments start to drop off in usefulness due to Immunities. I'd like to keep her theme of a "Luck Caster" running though.


The builds
Race: Catfolk
Class: Rogue:4
Archetype: Eldritch Scoundrel
Rogue Talents: Finesse Rogue
Sneak Attack: 2d6 (1d6 Class + 1d6 Feat)
Feats: Catfolk Exemplar [Sharp Claws], Accomplished Sneak Attacker
Attributes: Str15, Dex18, Con13, Int18, Wis11,Cha12
Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments, Amulet of Natural Armor +1, Ring of Protection +1
Planned Magic Items: Body Wrap of Mighty Strikes +1[Agile] (Will likely go all the way to +5 enhancement, unsure of what to get for remaining +1 equivalent enchant.)
Spells: All Lv0 Wizard Spells, Obscure Poison, Shield, Mage Armor, Mirror Strike, Seclude Grimoire, Memorize Page, Keep Watch, Detect Secret Doors, Comprehend Languages, True Strike, Blurred Movement, Vanish, Pilfering Hand, Knock
Familiar: Cat (Egotist/Bloodline), Extra Item Slot [Body]

Race: Halfling
Class: Arcanist:4/Sorcerer:1
Archetype: Unlettered Arcanist, White Mage, Crossblooded
Planned Classes: Wizard:1 (at 7th Lv, Divination-Foresight School)
Arcane Exploits: Armored Mask, Bloodline Development (from Feat)
Planned Exploits: Theurge [Luck-Fate], Greater Theurge [Luck-Fate], School Understanding
Bloodline: Destined, Fey (+2 DC of Compulsion spells)
Feats: Spell Focus [Enchantment], Greater Spell Focus [Enchantment], Extra Arcanist Exploit [Bloodline Development] (Allows Arcanist & Sorcerer levels to stack for Bloodline progression)
Planned Feats: Extra Arcanist Exploit [School Understanding] (Allows Arcanist & Wizard levels to stack for Arcane School progression)
Attributes: Str8, Dex13, Con13, Int16, Wis10,Cha16
Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments (Items are not integral to character and may be replaced)
Planned Magic Items: Sorcerer's Robe of Arcane Heritage (pending DM approval)
Arcanist Spells: All Lv0 Witch Spells, Cure Light Wounds, Twisted Futures, Blood Money, Ill Omen, Lucky Number, Identify, Bungle, Unprepared Combatant, Touch of Blindness, Hermean Potential, Umbral Weapon, Qualm
Sorcerer Spells: Root, Open/Close, Jolt, Polypurpose Panacea

15
Min/Max 3.x / PF: looking for some advice on a couple builds
« on: November 20, 2018, 01:36:54 PM »
Ok, so I'm currently playing in 2 seperate Pathfinder campaigns, and I'm trying to figure out how to keep my 2 characters up to par with the rest of the party as we advance into higher levels. In one campaign we just hit lv4 this week, and in the other we just hit Lv5 last week. My 2 characters are a Catfolk Eldritch Scoundrel Rogue (Lv4) and a Halfling Unlettered Arcanist (Lv5).

The Rogue uses her Natural Weapons (claws) for combat, and her spells are focused towards utilities. She's also got the Multiclass Variant Wizard progression (minus 3rd Level Familiar, DM permitted skipping the Familiar to keep 3rd level Feat), with the Aether Elemental Arcane School, Water opposition. What I'm looking for is some options to improve her Natural Weapons and Sneak Attack, without sacrificing her spell casting in the process.

The Arcanist is heavily focused on Enchantment and Divination spells themed around "Luck". She's even got herself access to the Destined Bloodline, and will be picking up the Luck-Fate Domain, and Divination-Foresight Arcane School in a couple of levels. What I'm looking for here, is some options for her in later levels when Enchantments start to drop off in usefulness due to Immunities. I'd like to keep her theme of a "Luck Caster" running though.


The builds
Race: Catfolk
Class: Rogue:4
Archetype: Eldritch Scoundrel
Rogue Talents: Finesse Rogue
Sneak Attack: 2d6 (1d6 Class + 1d6 Feat)
Feats: Catfolk Exemplar [Sharp Claws], Accomplished Sneak Attacker
Attributes: Str15, Dex18, Con13, Int18, Wis11,Cha12
Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments, Amulet of Natural Armor +1, Ring of Protection +1
Planned Magic Items: Body Wrap of Mighty Strikes +1[Agile] (Will likely go all the way to +5 enhancement, unsure of what to get for remaining +1 equivalent enchant.)
Spells: All Lv0 Wizard Spells, Obscure Poison, Shield, Mage Armor, Mirror Strike, Seclude Grimoire, Memorize Page, Keep Watch, Detect Secret Doors, Comprehend Languages, True Strike, Blurred Movement, Vanish, Pilfering Hand, Knock
Familiar: Cat (Egotist/Bloodline), Extra Item Slot [Body]

Race: Halfling
Class: Arcanist:4/Sorcerer:1
Archetype: Unlettered Arcanist, White Mage, Crossblooded
Planned Classes: Wizard:1 (at 7th Lv, Divination-Foresight School)
Arcane Exploits: Armored Mask, Bloodline Development (from Feat)
Planned Exploits: Theurge [Luck-Fate], Greater Theurge [Luck-Fate], School Understanding
Bloodline: Destined, Fey (+2 DC of Compulsion spells)
Feats: Spell Focus [Enchantment], Greater Spell Focus [Enchantment], Extra Arcanist Exploit [Bloodline Development] (Allows Arcanist & Sorcerer levels to stack for Bloodline progression)
Planned Feats: Extra Arcanist Exploit [School Understanding] (Allows Arcanist & Wizard levels to stack for Arcane School progression)
Attributes: Str8, Dex13, Con13, Int16, Wis10,Cha16
Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments (Items are not integral to character and may be replaced)
Planned Magic Items: Sorcerer's Robe of Arcane Heritage (pending DM approval)
Arcanist Spells: All Lv0 Witch Spells, Cure Light Wounds, Twisted Futures, Blood Money, Ill Omen, Lucky Number, Identify, Bungle, Unprepared Combatant, Touch of Blindness, Hermean Potential, Umbral Weapon, Qualm
Sorcerer Spells: Root, Open/Close, Jolt, Polypurpose Panacea

16
Min/Max 3.x / PF: looking for some advice on a couple builds
« on: November 20, 2018, 01:27:32 PM »
Ok, so I'm currently playing in 2 seperate Pathfinder campaigns, and I'm trying to figure out how to keep my 2 characters up to par with the rest of the party as we advance into higher levels. In one campaign we just hit lv4 this week, and in the other we just hit Lv5 last week. My 2 characters are a Catfolk Eldritch Scoundrel Rogue (Lv4) and a Halfling Unlettered Arcanist (Lv5).

The Rogue uses her Natural Weapons (claws) for combat, and her spells are focused towards utilities. She's also got the Multiclass Variant Wizard progression (minus 3rd Level Familiar, DM permitted skipping the Familiar to keep 3rd level Feat), with the Aether Elemental Arcane School, Water opposition. What I'm looking for is some options to improve her Natural Weapons and Sneak Attack, without sacrificing her spell casting in the process.

The Arcanist is heavily focused on Enchantment and Divination spells themed around "Luck". She's even got herself access to the Destined Bloodline, and will be picking up the Luck-Fate Domain, and Divination-Foresight Arcane School in a couple of levels. What I'm looking for here, is some options for her in later levels when Enchantments start to drop off in usefulness due to Immunities. I'd like to keep her theme of a "Luck Caster" running though.


The builds
Race: Catfolk
Class: Rogue:4
Archetype: Eldritch Scoundrel
Rogue Talents: Finesse Rogue
Sneak Attack: 2d6 (1d6 Class + 1d6 Feat)
Feats: Catfolk Exemplar [Sharp Claws], Accomplished Sneak Attacker
Attributes: Str15, Dex18, Con13, Int18, Wis11,Cha12
Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments, Amulet of Natural Armor +1, Ring of Protection +1
Planned Magic Items: Body Wrap of Mighty Strikes +1[Agile] (Will likely go all the way to +5 enhancement, unsure of what to get for remaining +1 equivalent enchant.)
Spells: All Lv0 Wizard Spells, Obscure Poison, Shield, Mage Armor, Mirror Strike, Seclude Grimoire, Memorize Page, Keep Watch, Detect Secret Doors, Comprehend Languages, True Strike, Blurred Movement, Vanish, Pilfering Hand, Knock
Familiar: Cat (Egotist/Bloodline), Extra Item Slot [Body]

Race: Halfling
Class: Arcanist:4/Sorcerer:1
Archetype: Unlettered Arcanist, White Mage, Crossblooded
Planned Classes: Wizard:1 (at 7th Lv, Divination-Foresight School)
Arcane Exploits: Armored Mask, Bloodline Development (from Feat)
Planned Exploits: Theurge [Luck-Fate], Greater Theurge [Luck-Fate], School Understanding
Bloodline: Destined, Fey (+2 DC of Compulsion spells)
Feats: Spell Focus [Enchantment], Greater Spell Focus [Enchantment], Extra Arcanist Exploit [Bloodline Development] (Allows Arcanist & Sorcerer levels to stack for Bloodline progression)
Planned Feats: Extra Arcanist Exploit [School Understanding] (Allows Arcanist & Wizard levels to stack for Arcane School progression)
Attributes: Str8, Dex13, Con13, Int16, Wis10,Cha16
Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments (Items are not integral to character and may be replaced)
Planned Magic Items: Sorcerer's Robe of Arcane Heritage (pending DM approval)
Arcanist Spells: All Lv0 Witch Spells, Cure Light Wounds, Twisted Futures, Blood Money, Ill Omen, Lucky Number, Identify, Bungle, Unprepared Combatant, Touch of Blindness, Hermean Potential, Umbral Weapon, Qualm
Sorcerer Spells: Root, Open/Close, Jolt, Polypurpose Panacea

17
Min/Max 3.x / PF: looking for some advice on a couple builds
« on: November 20, 2018, 01:24:19 PM »
Ok, so I'm currently playing in 2 seperate Pathfinder campaigns, and I'm trying to figure out how to keep my 2 characters up to par with the rest of the party as we advance into higher levels. In one campaign we just hit lv4 this week, and in the other we just hit Lv5 last week. My 2 characters are a Catfolk Eldritch Scoundrel Rogue (Lv4) and a Halfling Unlettered Arcanist (Lv5).

The Rogue uses her Natural Weapons (claws) for combat, and her spells are focused towards utilities. She's also got the Multiclass Variant Wizard progression (minus 3rd Level Familiar, DM permitted skipping the Familiar to keep 3rd level Feat), with the Aether Elemental Arcane School, Water opposition. What I'm looking for is some options to improve her Natural Weapons and Sneak Attack, without sacrificing her spell casting in the process.

The Arcanist is heavily focused on Enchantment and Divination spells themed around "Luck". She's even got herself access to the Destined Bloodline, and will be picking up the Luck-Fate Domain, and Divination-Foresight Arcane School in a couple of levels. What I'm looking for here, is some options for her in later levels when Enchantments start to drop off in usefulness due to Immunities. I'd like to keep her theme of a "Luck Caster" running though.


The builds
  • Race: Catfolk
  • Class: Rogue:4
  • Archetype: Eldritch Scoundrel
  • Rogue Talents: Finesse Rogue
  • Sneak Attack: 2d6 (1d6 Class + 1d6 Feat)
  • Feats: Catfolk Exemplar [Sharp Claws], Accomplished Sneak Attacker
  • Attributes: Str15, Dex18, Con13, Int18, Wis11,Cha12
  • Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments, Amulet of Natural Armor +1, Ring of Protection +1
  • Planned Magic Items: Body Wrap of Mighty Strikes +1[Agile] (Will likely go all the way to +5 enhancement, unsure of what to get for remaining +1 equivalent enchant.)
  • Spells: All Lv0 Wizard Spells, Obscure Poison, Shield, Mage Armor, Mirror Strike, Seclude Grimoire, Memorize Page, Keep Watch, Detect Secret Doors, Comprehend Languages, True Strike, Blurred Movement, Vanish, Pilfering Hand, Knock
  • Familiar: Cat (Egotist/Bloodline), Extra Item Slot [Body]
  • Race: Halfling
  • Class: Arcanist:4/Sorcerer:1
  • Archetype: Unlettered Arcanist, White Mage, Crossblooded
  • Planned Classes: Wizard:1 (at 7th Lv, Divination-Foresight School)
  • Arcane Exploits: Armored Mask, Bloodline Development (from Feat)
  • Planned Exploits: Theurge [Luck-Fate], Greater Theurge [Luck-Fate], School Understanding
  • Bloodline: Destined, Fey (+2 DC of Compulsion spells)
  • Feats: Spell Focus [Enchantment], Greater Spell Focus [Enchantment], Extra Arcanist Exploit [Bloodline Development] (Allows Arcanist & Sorcerer levels to stack for Bloodline progression)
  • Planned Feats: Extra Arcanist Exploit [School Understanding] (Allows Arcanist & Wizard levels to stack for Arcane School progression)
  • Attributes: Str8, Dex13, Con13, Int16, Wis10,Cha16
  • Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments (Items are not integral to character and may be replaced)
  • Planned Magic Items: Sorcerer's Robe of Arcane Heritage (pending DM approval)
  • Arcanist Spells: All Lv0 Witch Spells, Cure Light Wounds, Twisted Futures, Blood Money, Ill Omen, Lucky Number, Identify, Bungle, Unprepared Combatant, Touch of Blindness, Hermean Potential, Umbral Weapon, Qualm
  • Sorcerer Spells: Root, Open/Close, Jolt, Polypurpose Panacea

18
Min/Max 3.x / looking for some advice on a couple builds (Pathfinder)
« on: November 20, 2018, 12:37:45 AM »
Ok, so I'm currently playing in 2 seperate Pathfinder campaigns, and I'm trying to figure out how to keep my 2 characters up to par with the rest of the party as we advance into higher levels. In one campaign we just hit lv4 this week, and in the other we just hit Lv5 last week. My 2 characters are a Catfolk Eldritch Scoundrel Rogue (Lv4) and a Halfling Unlettered Arcanist (Lv5).

The Rogue uses her Natural Weapons (claws) for combat, and her spells are focused towards utilities. She's also got the Multiclass Variant Wizard progression (minus 3rd Level Familiar, DM permitted skipping the Familiar to keep 3rd level Feat), with the Aether Elemental Arcane School, Water opposition. What I'm looking for is some options to improve her Natural Weapons and Sneak Attack, without sacrificing her spell casting in the process.

The Arcanist is heavily focused on Enchantment and Divination spells themed around "Luck". She's even got herself access to the Destined Bloodline, and will be picking up the Luck-Fate Domain, and Divination-Foresight Arcane School in a couple of levels. What I'm looking for here, is some options for her in later levels when Enchantments start to drop off in usefulness due to Immunities. I'd like to keep her theme of a "Luck Caster" running though.


The builds
  • Race: Catfolk
  • Class: Rogue:4
  • Archetype: Eldritch Scoundrel
  • Rogue Talents: Finesse Rogue
  • Sneak Attack: 2d6 (1d6 Class + 1d6 Feat)
  • Feats: Catfolk Exemplar [Sharp Claws], Accomplished Sneak Attacker
  • Attributes: Str15, Dex18, Con13, Int18, Wis11,Cha12
  • Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments, Amulet of Natural Armor +1, Ring of Protection +1
  • Planned Magic Items: Body Wrap of Mighty Strikes +1[Agile] (Will likely go all the way to +5 enhancement, unsure of what to get for remaining +1 equivalent enchant.)
  • Spells: All Lv0 Wizard Spells, Obscure Poison, Shield, Mage Armor, Mirror Strike, Seclude Grimoire, Memorize Page, Keep Watch, Detect Secret Doors, Comprehend Languages, True Strike, Blurred Movement, Vanish, Pilfering Hand, Knock
  • Familiar: Cat (Egotist/Bloodline), Extra Item Slot [Body]
  • Race: Halfling
  • Class: Arcanist:4/Sorcerer:1
  • Archetype: Unlettered Arcanist, White Mage, Crossblooded
  • Planned Classes: Wizard:1 (at 7th Lv, Divination-Foresight School)
  • Arcane Exploits: Armored Mask, Bloodline Development (from Feat)
  • Planned Exploits: Theurge [Luck-Fate], Greater Theurge [Luck-Fate], School Understanding
  • Bloodline: Destined, Fey (+2 DC of Compulsion spells)
  • Feats: Spell Focus [Enchantment], Greater Spell Focus [Enchantment], Extra Arcanist Exploit [Bloodline Development] (Allows Arcanist & Sorcerer levels to stack for Bloodline progression)
  • Planned Feats: Extra Arcanist Exploit [School Understanding] (Allows Arcanist & Wizard levels to stack for Arcane School progression)
  • Attributes: Str8, Dex13, Con13, Int16, Wis10,Cha16
  • Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments (Items are not integral to character and may be replaced)
  • Planned Magic Items: Sorcerer's Robe of Arcane Heritage (pending DM approval)
  • Arcanist Spells: All Lv0 Witch Spells, Cure Light Wounds, Twisted Futures, Blood Money, Ill Omen, Lucky Number, Identify, Bungle, Unprepared Combatant, Touch of Blindness, Hermean Potential, Umbral Weapon, Qualm
  • Sorcerer Spells: Root, Open/Close, Jolt, Polypurpose Panacea

19
Min/Max 3.x / looking for some advice on a couple builds (Pathfinder)
« on: November 20, 2018, 12:30:03 AM »
Ok, so I'm currently playing in 2 seperate Pathfinder campaigns, and I'm trying to figure out how to keep my 2 characters up to par with the rest of the party as we advance into higher levels. In one campaign we just hit lv4 this week, and in the other we just hit Lv5 last week. My 2 characters are a Catfolk Eldritch Scoundrel Rogue (Lv4) and a Halfling Unlettered Arcanist (Lv5).

The Rogue uses her Natural Weapons (claws) for combat, and her spells are focused towards utilities. She's also got the Multiclass Variant Wizard progression (minus 3rd Level Familiar, DM permitted skipping the Familiar to keep 3rd level Feat), with the Aether Elemental Arcane School, Water opposition. What I'm looking for is some options to improve her Natural Weapons and Sneak Attack, without sacrificing her spell casting in the process.

The Arcanist is heavily focused on Enchantment and Divination spells themed around "Luck". She's even got herself access to the Destined Bloodline, and will be picking up the Luck-Fate Domain, and Divination-Foresight Arcane School in a couple of levels. What I'm looking for here, is some options for her in later levels when Enchantments start to drop off in usefulness due to Immunities. I'd like to keep her theme of a "Luck Caster" running though.


The builds
  • Race: Catfolk
  • Class: Rogue:4
  • Archetype: Eldritch Scoundrel
  • Rogue Talents: Finesse Rogue
  • Sneak Attack: 2d6 (1d6 Class + 1d6 Feat)
  • Feats: Catfolk Exemplar [Sharp Claws], Accomplished Sneak Attacker
  • Attributes: Str15, Dex18, Con13, Int18, Wis11,Cha12
  • Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments, Amulet of Natural Armor +1, Ring of Protection +1
  • Planned Magic Items: Body Wrap of Mighty Strikes +1[Agile] (Will likely go all the way to +5 enhancement, unsure of what to get for remaining +1 equivalent enchant.)
  • Spells: All Lv0 Wizard Spells, Obscure Poison, Shield, Mage Armor, Mirror Strike, Seclude Grimoire, Memorize Page, Keep Watch, Detect Secret Doors, Comprehend Languages, True Strike, Blurred Movement, Vanish, Pilfering Hand, Knock
  • Familiar: Cat (Egotist/Bloodline), Extra Item Slot [Body]
  • Race: Halfling
  • Class: Arcanist:4/Sorcerer:1
  • Archetype: Unlettered Arcanist, White Mage, Crossblooded
  • Planned Classes: Wizard:1 (at 7th Lv, Divination-Foresight School)
  • Arcane Exploits: Armored Mask, Bloodline Development (from Feat)
  • Planned Exploits: Theurge [Luck-Fate], Greater Theurge [Luck-Fate], School Understanding
  • Bloodline: Destined, Fey (+2 DC of Compulsion spells)
  • Feats: Spell Focus [Enchantment], Greater Spell Focus [Enchantment], Extra Arcanist Exploit [Bloodline Development] (Allows Arcanist & Sorcerer levels to stack for Bloodline progression)
  • Planned Feats: Extra Arcanist Exploit [School Understanding] (Allows Arcanist & Wizard levels to stack for Arcane School progression)
  • Attributes: Str8, Dex13, Con13, Int16, Wis10,Cha16
  • Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments (Items are not integral to character and may be replaced)
  • Planned Magic Items: Sorcerer's Robe of Arcane Heritage (pending DM approval)
  • Arcanist Spells: All Lv0 Witch Spells, Cure Light Wounds, Twisted Futures, Blood Money, Ill Omen, Lucky Number, Identify, Bungle, Unprepared Combatant, Touch of Blindness, Hermean Potential, Umbral Weapon, Qualm
  • Sorcerer Spells: Root, Open/Close, Jolt, Polypurpose Panacea

20
Min/Max 3.x / PF: looking for some advice on a couple builds
« on: November 20, 2018, 12:29:31 AM »
Ok, so I'm currently playing in 2 seperate Pathfinder campaigns, and I'm trying to figure out how to keep my 2 characters up to par with the rest of the party as we advance into higher levels. In one campaign we just hit lv4 this week, and in the other we just hit Lv5 last week. My 2 characters are a Catfolk Eldritch Scoundrel Rogue (Lv4) and a Halfling Unlettered Arcanist (Lv5).

The Rogue uses her Natural Weapons (claws) for combat, and her spells are focused towards utilities. She's also got the Multiclass Variant Wizard progression (minus 3rd Level Familiar, DM permitted skipping the Familiar to keep 3rd level Feat), with the Aether Elemental Arcane School, Water opposition. What I'm looking for is some options to improve her Natural Weapons and Sneak Attack, without sacrificing her spell casting in the process.

The Arcanist is heavily focused on Enchantment and Divination spells themed around "Luck". She's even got herself access to the Destined Bloodline, and will be picking up the Luck-Fate Domain, and Divination-Foresight Arcane School in a couple of levels. What I'm looking for here, is some options for her in later levels when Enchantments start to drop off in usefulness due to Immunities. I'd like to keep her theme of a "Luck Caster" running though.


The builds
  • Race: Catfolk
  • Class: Rogue:4
  • Archetype: Eldritch Scoundrel
  • Rogue Talents: Finesse Rogue
  • Sneak Attack: 2d6 (1d6 Class + 1d6 Feat)
  • Feats: Catfolk Exemplar [Sharp Claws], Accomplished Sneak Attacker
  • Attributes: Str15, Dex18, Con13, Int18, Wis11,Cha12
  • Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments, Amulet of Natural Armor +1, Ring of Protection +1
  • Planned Magic Items: Body Wrap of Mighty Strikes +1[Agile] (Will likely go all the way to +5 enhancement, unsure of what to get for remaining +1 equivalent enchant.)
  • Spells: All Lv0 Wizard Spells, Obscure Poison, Shield, Mage Armor, Mirror Strike, Seclude Grimoire, Memorize Page, Keep Watch, Detect Secret Doors, Comprehend Languages, True Strike, Blurred Movement, Vanish, Pilfering Hand, Knock
  • Familiar: Cat (Egotist/Bloodline), Extra Item Slot [Body]
  • Race: Halfling
  • Class: Arcanist:4/Sorcerer:1
  • Archetype: Unlettered Arcanist, White Mage, Crossblooded
  • Planned Classes: Wizard:1 (at 7th Lv, Divination-Foresight School)
  • Arcane Exploits: Armored Mask, Bloodline Development (from Feat)
  • Planned Exploits: Theurge [Luck-Fate], Greater Theurge [Luck-Fate], School Understanding
  • Bloodline: Destined, Fey (+2 DC of Compulsion spells)
  • Feats: Spell Focus [Enchantment], Greater Spell Focus [Enchantment], Extra Arcanist Exploit [Bloodline Development] (Allows Arcanist & Sorcerer levels to stack for Bloodline progression)
  • Planned Feats: Extra Arcanist Exploit [School Understanding] (Allows Arcanist & Wizard levels to stack for Arcane School progression)
  • Attributes: Str8, Dex13, Con13, Int16, Wis10,Cha16
  • Magic Items: Apprentice's Cheating Gloves, Sleeves of Many Garments (Items are not integral to character and may be replaced)
  • Planned Magic Items: Sorcerer's Robe of Arcane Heritage (pending DM approval)
  • Arcanist Spells: All Lv0 Witch Spells, Cure Light Wounds, Twisted Futures, Blood Money, Ill Omen, Lucky Number, Identify, Bungle, Unprepared Combatant, Touch of Blindness, Hermean Potential, Umbral Weapon, Qualm
  • Sorcerer Spells: Root, Open/Close, Jolt, Polypurpose Panacea

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