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Messages - jywu98

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1
Thanks for posting the link. It seems quite interesting.

2
Min/Max 3.x / Re: I may be joining a level 3 3.5 game soonish...
« on: March 18, 2013, 08:00:11 PM »
Take the Mystic Ranger variant from Dragon Magazine 336. They have better spell progression.

3
D&D 3.5 and Pathfinder / Re: How good are the Frank&K Tomes?
« on: March 05, 2013, 09:31:38 AM »
So what are some good tips/advice if I plan on running a Tome-based campaign? Is it correct to assume most vanilla D&D monsters will have to be buffed?

Thanks for the responses guys. I really appreciate it.  :)

4
D&D 3.5 and Pathfinder / Re: How good are the Frank&K Tomes?
« on: March 05, 2013, 07:59:34 AM »
Huh, sounds interesting. So do the lower tier classes function at essentially the same level as the Big Six with the fixes, or are they still less powerful even with the Tomes?

5
D&D 3.5 and Pathfinder / How good are the Frank&K Tomes?
« on: March 05, 2013, 07:26:30 AM »
I've heard about them a lot, but I have never really looked into it much. How do the Tomes balance 3e, and is their method of balance effective?

6
You Break it You Buy it / Re: Destroy the World with a Single Spell
« on: March 03, 2013, 06:03:48 PM »
What's the point of this thread?

Anyway Pun Pun ascends first, and will prevent others from ascending (or doing something else that could possibly harm him) as well.

7
Min/Max 3.x / Re: Dwarf tankiness
« on: February 24, 2013, 07:11:28 AM »
A fighter dip could work if you are in need of feats. A paladin/cleric dip could work too if you want to go Ruby Knight Vindicator instead. However, due to your setting, RKV might not work as it requires you to worship Wee Jas.

8
Min/Max 3.x / Re: Malconvoker + Shadowcraft Mage?
« on: February 23, 2013, 09:15:10 PM »
You may be able to combine those 2 classes at 15th with rebuilding, but I'm not sure though.

9
Handbooks / Re: A Guide to Proper Scouting (JaronK)
« on: February 21, 2013, 09:52:31 AM »
Items


There are many useful items out there for scouts, and many of them are quite cheap.  Don't overspend here... you still have to be useful to the party once the scouting is done.  Mundane items are first, magic second.  Mundanes item have the advantage that if you can craft them (with Fabricate or just a lot of time) you can get them for 1/3 cost.

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10
Handbooks / Re: A Guide to Proper Scouting (JaronK)
« on: February 21, 2013, 09:50:49 AM »
Scouting Classes and Races


Here we'll summarize the standard scouting classes in terms of strengths and weaknesses.  We'll cover them roughly in order of weakest to strongest, so that you can fit in with a group of an appropriate power level (scouting with a Binder 1/Beguiler 4/Anima Mage 10/Shadowcraft Mage 5 in a group that's got a Fighter, Healer, and Warmage is a little silly).

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And now, the PrCs.  There's a lot out there and I can't cover them all, but I'll try to get the most notable ones.

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And next, on to races.  We'll start with the base races... templates come after that.

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And now, scouting templates!

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11
Handbooks / Re: A Guide to Proper Scouting (JaronK)
« on: February 21, 2013, 09:48:04 AM »
Skills, Teamwork Benefits, and Feats


First, skills.

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Next, Skill Tricks.  There's a few solid appropriate ones, and their cost of 2 skill points is quite cheap.  You can learn half your level in tricks.  They're all in Complete Scoundrel.

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Teamwork Benefits are a handy way to work with your party, and they generally cost you very little (a few skill ranks you probably already had). They're found in Heroes of Battle, Dungeonscape, PHB2, and DMG 2.

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There's also a few feats that are well worth the investment.  Spending too many feats on stealth may leave you unable to contribute meaningfully to many encounters once said encounters have started, but some feats are critical.

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12
Handbooks / A Guide to Proper Scouting (JaronK)
« on: February 21, 2013, 09:45:00 AM »
The Scout's Handbook


To be clear, this is a handbook on how to properly scout for your party.  It is not a handbook for the Scout class (though that class will be touched upon).  We'll cover the basic philosophy and tactics, as well as various possible builds, useful items, and so on.

The first question is this: what is a scout?  The simple answer: a scout is a character who can detect enemies before they detect the party.  This could mean a sneaky Rogue staying a bit ahead of the party and keeping a sharp eye out, an arcanist using mindsight with telepathy and similar effects to notice enemies like a magical radar system, or even a Binder sending little birds to be his eyes and ears.  However you do it, it's your job to make sure that your party is ready to act before any threat even knows you're there.

And the second question is: why have a scout in the party?  It's an iconic role, usually built into the "skillmonkey" of the classic Tank, Healer, Arcanist, Skillmonkey team up, but what's the point?

This is a game where actions are everything, and a single standard action can screw your entire party.  If a fight starts with a hidden Beguiler casting Glitterdust on the party in the surprise round, you could be looking at a TPK.  If it instead starts with your party landing the Glitterdust and revealing the Beguiler as well as his little Rogue friends, this is going to be a trivially easy fight.  Plus, in a game full of monsters with various immunities and vulnerabilities, strengths and weaknesses, knowing your enemy in advance and knowing how to fight him is critical.  Far better to avoid wasting attacks that do nothing against a creature that was immune, or to use AoEs and hit the hidden ambushers instead of single target effects that only hit the bait.  Thus, what the scout gives the party is actions, and lots of them.  Surprise rounds to destroy enemies instead of having those same surprise rounds used against you, and fewer wasted actions when a player fails to account for what's actually against him.  And in a game where battles are effectively over after the first round or so (which is often the case when save or lose and crowd control spells start dropping), that's critical.  It also can thwart traps, which at lower levels are virtual guaranteed kills against party members if you don't protect against this.

In this first section, we'll cover the basics of how to scout.  Scouting requires four basic things: be as hard to detect as possible, detect as effectively as possible, chose the proper range to scout at, and have appropriate ablative defenses for when things go wrong.  Cover all these things appropriately and you should never be in serious danger of dying while scouting.

1)  Be invisible to as many things as possible. 

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2)  Have better detection than your enemies.

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3)  Be at the right range.

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4)  Have ablative defenses. 

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As a final note, don't spend everything on scouting.  You should still be able to do other stuff.  Most scouts are actually assassins or diplomats or combat archers or something that's very helpful even when not scouting.  There's no requirement to spend huge resources on being a scout... you should still be very effective for the party in general.

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Builds

Tleilaxu_Ghola's Tactical Supremists:
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Tsuyoshikentsu's Core Party:
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The Thing in the Night's Forgotten Realms Party:
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amalcon's Core Party:
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TalinXT Single Classed, Extended Core Party:
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14
Introduction: Let me immediately preface by saying that this thread's intent is to explore the combat functionality of a party and designing a party for combat. This thread will not cover out of combat roles or functions. The purpose here is two fold: establish a generalized method for creating optimal parties and then harvesting the information generated from using this method. If you spend some time working through the method, please post your findings. Someone will include them in the OP.

Step 1: Satisfying Generalized Roles

A common mistake in D&D literature is to associate class names with roles, and then defining other, non-iconic classes, in terms of the iconic ones. For example, it is often said that an ideal party consists of a cleric, wizard, fighter, and rogue. These iconic class names do little to elucidate the actual purpose of the roles they fill. In fact, the classes listed actually have some overlap in their capabilities. Furthermore, if you wish to play classes besides the iconic ones, translating your character in terms of these roles can be awkward at best. I posit that there are four fundamental roles in a party, based on function:

1.: Harm Prevention

This role is all about reducing the damage delivery capability of the enemy. The ultimate goal of Harm Prevention is to ensure that the party is protected from various forms of harm (be it physical damage or other effects). Classically, a fronliner fills this role by taking the hits, while the squishy wizard is left alone long enough to deliver damage. Other methods, such as placing stone skin on a party member count as a type of Harm Prevention.
Here are some things to consider when planning out the party's Harm Prevention role:

  • Action Limitation: If you can limit the number of actions your enemy has available to him, you will reduce his ability to generate offensive, damaging effects. Stuns, Paralysis, Daze, Slows, etc are all excellent ways to accomplish this goal. Eliminating the possibility of receiving a full attack is also very important, espcially at high levels. This is essentially a form of action limitation that can be as simple as staying outside the foe's reach at all times. When faced with a pounce-capable foe, hydra, or other creature capable of moving and full attacking at the same time, things become more complicated. Anti-charge and movement techniques, such as standstill mixed with hold the line, are good ways to reduce these problems. Of course this goes both ways. You would also like to reduce any reductions in your actions. High saves, counterspelling, and immunities are pretty much all that's traditonally available to you.
  • Spell Damage: Be it energy damage (which is easily mitigated with certain spells) or death effects, spell damage must be taken into consideration. There are a couple ways of handling this situation traditionally: high saves, counterspelling, and immediate action interruption effects. Spells have a wide diversity of nasty effects, which is why both sides tend to try and eliminate the spell casters first.
  • Battle Field Control: This is all about controlling where enemies are allowed to move and whom they can attack. Numerous ways exist to accomplish this goal, but some of the most salient are: movement reducing spells, attacks of opportunity coupled with trips and/or standstill, and mobility. Being mobile is a relative term. If you can move further than your foe can, you gain a mobility advantage. As mentioned already, this can be accomplished by slowing your foe, but it also can be done by speeding your party up. Some excellent ways of speeding the party include spells like dimension shuffle and haste. Creative use of illusions or conjurations are also methods of accomplishing battlefield control.
  • Perception: You need to be able to perceive your enemy to control his damage output. Make sure that all party members are capable of detecting their targets via hear, spot, or other means.
2.: Enemy Elimination (Aka: DPR Damage Per Round)

The easiest role to define, yet most diverse in implementation, is the Enemy Elimination role. Bottom line, this role is all about laying the smack down on the opposing force. How well one fills the Enemy Elimination role is defined by how quickly one can dispatch the foe. This is, of course, situationally dependant on the foe's Harm Prevention system. For example, a fireball tossing wizard produces excellent damage delivery against a multitude of non-fire-resistant foes with low reflex saves. A leap attacking, power attacking barbarian, on the other hand, is probably better for DPR when there is a single foe with high saves. Note that killing a creature is only worth the amount damage in HP that it has. If you slayed a creature with 40 hitpoints by dealing 300 damage to it, you've really only done 40 damage. Likewise, a death-effect that slays a 40 hp creature is the same as dealing 40 hp damage in a single blow. Killing blows have a different effect (removing people from the battlefield) and fall under damage mitigation. DPR is really the process of bringing the foe to the ground, rather than the actual act of doing so.
When plotting out your DPS role, consider the following:

  • Number of Targets: The number of targets affects the method of damage delivery. AoE spells are fantastic against crowds, but inefficient against single targets.
  • Target Defense Capabilities: It is important to have both spell and physical damage available, in case a foe is extremely resistant to one or the other. Prepare a variety of elimination methods to handle the diversity of monsters out there.
  • Play to Common Weaknesses: The lowest monster save is the will save. The lowest AC is touch. The lowest ability scores are mental. Know these weaknesses that are common to all monsters and be sure to exploit them to aid your damage output.
  • Perception: You need to be able to perceive your enemy to damage him. Make sure that all party members are capable of detecting their targets via hear, spot, or other means.
3.: Recovery (aka: Healing)

Also simple to define and yet diverse in implementation. The Recovery specialist does one thing: remove the damage and effects that the Harm Prevention specialist was not able to filter out. This role is almost exclusively filled by some sort of casting class. (There are a few exceptions, of course).
When plotting your Recovery role there is more than just hitpoint damage to consider:

  • Ability Reduction: Ability stats are susceptible in that it can be easy to deal a significant fraction of your total ability score in damage. Having a way to remove these damaging effects is crucial.
  • Action Reduction: Say your Damage Mitigation isn't up to snuff... well, if you can't prevent it you must remove it. Dispelling is the key here. Dispell debuffs from your party members that reduce their actions. Coming up with a way to do this that DOESN'T LIMIT YOUR OWN ACTIONS in a huge way is crucial. If you can spend a swift action to cure a move or standard action, then do it. If not, then it may not be worth it.
  • Death: It happens. Just be sure to have a means to removing it available.
  • Status Effects: Dazzled, Fatigue, Exhaustion, Poisoned, etc. Look in the DMG under Status Effects, to see what you can remove. The more you are able to remove the better.
  • In/Out of Combat Healing: You need both. You cannot replace a healer with a wand of cure light wounds, but you will still want that wand. Healers are best at one thing: IN COMBAT HEALING. They are able to deliver high amounts of healing in a short amount of time. Out of combat healing can be slow... the important thing is that it doesn't consume a lot of resources.
Consideration: The Weakest Link
One thing that needs to be considered when planning your party's tactics is whether or not the tactic is limited by "the weakest link". For example, your party may have three monks in it, but if you got a cleric in full plate it's only going to be as mobile as the cleric (if you wish to maintain a formation that is). Also, if you rely on high saves or high AC as a primary means of damage mitigation, you better make sure that ALL party members have high AC and saves.

Consideration: Redundancy and Specialization
There are two schools of thought on character design with respect to the fundamental roles. The first is that each character needs to have as many capabilities as possible, so that in the event that one character fails (dies), that someone can pick up the slack. The other school of thought is that each character should exclusively optimize for a single role, and in so doing the amalgamed result will have greater effect. The debate between these two schools of thought can be summarized, in two principles of economics: risk and comparative advantage. In the former school, the stress is placed on risk reduction. The later school seeks to optimize the total averaged effect that the party is capable of producing. For those of you who haven't taken a basic economics course (and I don't claim to be an expert here), here's a basic definition of both terms:

Comparative Advantage:
The essential question in a comparative advantage study is finding out who consumes the least amount of resources to perform a given task. Generally, more effect is produced if individuals specialize in their comparative advantage. I believe it is common knowledge that a build specialized for damage will out damage a build that claims to be a "triple threat." The question is, does the party deal more damage overall if we use a limited number of damage specialists or if all members output a small amount of damage? How does a specialist party fair compared to a non-specialist party in terms of risk?

Risk:
Simply put, its the probability of a negative effect occuring. In D&D we're interested in two negative effects: TPK and PK. PKs consume a lot of resources to fix. TPKs mean the game is over. Both are bad. Example questions include: "What happens if the Damage Removal specialist is removed?" "What if the Damage Delivery specialist is removed?" The non-specialist school would say that risk is reduced via redundancy in roles. This is a common solution to many risk problems, namely national security. In fact, it's really the only way to reduce risk. If one fundamental component is removed, the party may fail. Now, that is not to say that all four of the fundamental roles are equally weighted when it comes to determining the risk of PK or TPK. The party will wipe if they cannot deal damage, the party will wipe if they cannot mitigate the damage before they kill the foes, the party will wipe if they cannot remove the damage before it kills them. Utility plays, at best, a circumstancial role in determining the probability of a PK or TPK.

Definition: Optimal Party Output
In a given encounter there are two concerns: does the party defeat the enemy and how many resources were consumed in generating a victory? Optimizing party behavior involves the MINIMIZATION of consumed resources to achieve victory and the MAXIMIZING of the probability of success. Some resources to consider: Spell slots, time, hit points, limited special abilities, item charges. Basically anything that cannot be used an unlimited number of times per encounter, counts as a resource expenditure.

Expanded Discussion: Harm Prevention
Harm Prevention is, to me, the most interesting and complex of all the three roles. As I see it there are three basic methods of protecting the party:

1. Damage Migration: If you look at the amount of damage a party takes as some sort of quantity that needs to be distributed among the members of the party, you'll see that being able to move the damage to the members who are able to take it becomes very desirable. Though phrased abstractly, is the most familiar example of damage mitigation. People refer to it as "tanking" or having a "meat shield." The key is being able to channel the damage that monsters deal the right place -- the wrong place typically being your squishy casters. Tanking is actually not as easy as it seems on paper, if your DM plays his monsters shrewdly. Just because you're up in a monster's face and dealing damage, doesn't necessarily mean that the monster's most optimal choice is to fight you, especially if the squishy caster you're protecting is dealing A LOT more damage than you are. Just think about it from the monster's perspective. You see 1 melee dude who looks hard to hit, 1 squishy caster dealing a lot of damage that looks easy to hit. If your objective, as a monster, is to kill as many people as possible, your obvious target is the squishy caster, not the fighter. There are a couple of ways that you can change the monster's perspective.

1. Make the monster's trip between you and the squishy long and painful: Best way to do this is to use attacks of opportunity and physically obstructing the straight-line path to the squishy. Also, preventing movement by slowing or stopping the monster is important. This is why trip-fighters are so great. Not only do they damage the foe, but they stop his approach to the squishy. Key abilities and tricks include:

  • Standstill (feat): convert an AoO into a movement stopping attack. (XPH).
  • Hold the Line (Feat): AoO generated for any charging foe entering your threatened space. Mix with standstill to prevent enemies from charging right past you to the squishy. (CWar)
  • Thicket of Blades (class ability): AoO for any movement through your threatened space. Combine with standstill to keep them in your space. (Tome of Battle)
  • Bulwark of Defense (class ability): Your threatened area is considered difficult terrain, halving movement and generating AoOs. (PHB 2).
  • Hamstring (feat): Reduce sneak attack by 2d6 to halve movement of foe. (CWar)

2. Deal more damage or more potent secondary effects than the squishy, making your more of a threat. No real mystery here. There are many threads dedicated to increasing melee damage.
Mobility is another crucial factor in Damage Migration. You need to be able to move quickly across the battlefield to ensure that you're in front and blocking the path to the squishies.

2. Damage Reduction: This is the domain of spell casters. You can apply damage reduction via spells like stoneskin, energy resistance, etc. Nothing really exciting or profound here, except in noting that putting these effects on the entire party is often a costly endeavor.

3. Damage Prevention: Nothing makes damage go away like never having to take it in the first place. The easiest way to accomplish this is to somehow grant your party prohibitively high armor class. Another way is to somehow apply a multitude of miss-chances. There a many spells which can perform this task. But again, unless you have a multi-person buff, these spells often consume a lot of resources and are best spent on characters who cannot take a whole lot of damage.

It should be noted that there is more than simply physical damage involved. Various forms of damage include:

  • Physical (hitpoint) damage
  • Ability damage
  • Death effects
  • Spell damage (coming in many flavors, most saliently and famously the energy damage types)
  • Secondary (non-damaging debuffs)

Ideally a party would have a way mitigate all of these types of damage. If you can't find a way to mitigate, you must find a way to recover... but that's a different role.

Step 1 Summary:
So what have I said? All I've done is motivated a few questions that one should have in mind when they begin to formulate a party. That's about all one can really do without getting into the specific details. What I will explore in subsequent steps, is answering these questions in different (common) contexts. The basic idea is to start with a theory, then apply the theory to real life and see where it gets you. The important questions generated in the previous subsections are:

Are all the bases covered? Do I have a person filling every single one of the three fundamental roles: Harm Prevention, Enemy Elimination, and Recovery?
What happens if one person is unable to act in a given situation? How does that affect the party's ability to perform the three fundamental roles?
How many resources are consumed by each individual in performing a given role? Would it be better to specialize in a given role or not, in the context of risk and comparative advantage?

Step 2: List Some Tricks

There are a couple ways of designing builds. In this process I encourage people to rifle through their books and brains, thinking up a few tricks that might satisfy the three roles above. If you develop some method which you think merit attention feel free to post them in the trick section. The next step will be to trying to cram all of these tricks into a party.

Step 3: Build the Party

Is it going to be a four man , two man, or six man party? What level will they start at? What books are available to the party. All the standard questions that go into individual character optimization apply here. Essentially you'll be developing a number of builds simultaneously. It's going to be a lot of work. The advantage to this simultaneous development, in the context of the tricks created in step 2, is that you are considering the dynamic of party interaction from the start, rather than trying to clumsily piece together a group of optimized individuals.

Step 4: Test the Builds

Not exactly playtesting, but you can at least see how they might fair against a number of tactics and senarios. Think of the ways your party is capable of handling a given challenge. If you believe your method of handling a challenge merits attention, feel free to post as a trick in the trick section. Consider the information given below:

In the SBLOCK is a fabulous table created by Dielzen which gives the average and maximum value of a number of combat variables for each CR of all the monsters in the SRD. Your casters will be interested in the save information, and the frontliners interested in the average/max AC values they can expect to face. Depending on the degree to which you're optimizing average values will probably be best -- if you're going for the UnCon prize, pay attention to the max values.

You can find a formatted version of the table here, thanks to Garryl.

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Types of Monsters and their Associated Challenges

Rather than rattle off the types in the MM, I'm going to break the monsters into general categories. Think about how your party might be able to handle these problems:

  • Physical Bosses: Classic; you have to fight Thog the Orc Warlord, Slayer of a Thousand Cute Kittens. He's got a lot of armor, a lot of hit points, puts out insane amount physical damage per round, has bad body odor and the disturbing habit of eating kittens alive. The question is: can your party take him down before he power attacks your squishy elven wizard into the dirt?
  • Physical Armies: Before fighting Thog the Orc Warlord, you had to hack through his horde of meaty minions. His minions are few levels lower than you are, but they have maximal AC and HP for their CR range (see table above). There are also a lot of them.
  • Magical Bosses: Equally classic. You are tasked with taking down a grand sorcererous lich. His primary form of damage is via spells and he has more than a few tricks up his sleeves. Will your party be able to handle intense magical damage, will they be able to hit him if he's flying around cackling maniaclly? What about the dreaded death-ray laser beams that he can shoot out of his eyes? Do you got that covered? Basically can the party handle a few powerful magical effects?
  • Magical Minions: A bit more rare... a bunch of low level casters. What happens if there's 5-6 of these guys sitting on a magical rug 100 feet overhead, pummelling you with magic missiles? The saves may be low, but there's a lot of them. Or if the DM is really cunning, he'll use no-save effects.... again in mass quantity.
  • Cloaked Bosses: These guys employ hit and run tactics, mixed with stealth. Will you have a good chance at breaking the stealth? What if the guy can move through walls, through the ground, or hide in plain sight? Do you have a way to detect and lock down these ellusive bastards and kill them before they ambush your party again?
  • Kobold Ambush!: Well, maybe not kobolds, but ambush... The senario is a bunch of lower level minions with high mobility and stealth capabilities. These encounters will typically occur in difficult terrain.
  • Special Defenses & Offenses: What happens if your enemy is immune to: Mind Affecting; Energy Type X; Stunning, Paralysis, Sleep, or Daze; Movement impediments (like many incorporeals); Ability Damage; Negative Levels; Specific Spell Immunities: (such as the tarrasque, will-o-the-wisp, or golems)
  • What if they have: Regeneration; Fast Healing; Damage Reduction;
  • What if they can: Deal negative levels; Deal ability damage; Stop magical effects (like the epic collosus); Employ supernatural attacks (which are immune to dispelling and counterspelling)
Step 5: Revise & Finish

Hopefully your party was sufficiently capable to handle the situations, tactics, and values listed above. If so, fantastic. Feel free to post the party information. I just ask that you use a specific format to make things easier for others to read and compare. I will not be pasting user contributions into the OP. Instead I will maintain a linked list to specific posts, organized by case parameters. The linked list will be contained in a post with an open account (that is I will divulge the user name and password for the account) so that it may be edited by anyone.

Note: example comments are in italics. Fill in these fields with your own text.

Case: Text describing the specific case goes here. Feel free to use cases already posted. There may be more than one answer to a given case. Try to keep the cases general enough that they can be easily modified to the exact specifications of a given viewer.

Party Make Up:
Build Stub for party member 1
Build Stub for party member 2
Build Stub ...
Build Stub for party member n

Build Stub Example: Race Class X/Class Y/Class Z/Class X + n/Class Y + n/Class Z +n

Build Specifics
1. List details for party member 1 here. Include information on feats and class abilities as they pertain to the role they fill. Explain which of the four fundamental roles the build fills.
2. List details for party member 2 here. Include information on feats and class abilities as they pertain to the role they fill. Explain which of the four fundamental roles the build fills.
...
n. List details for party member n here. Include information on feats and class abilities as they pertain to the role they fill. Explain which of the four fundamental roles the build fills.

Party Tricks & Tactics
This is the most important section. Here you detail how the party works together as a team to produce more than just the results of a group of individuals.

Analysis (optional)
Discuss anything you believe is salient in the way your party handles the rubric of challenges listed in the OP

15
Handbooks / Re: Ascetic Rogue Mini-Handbook (Dictum Mortuum)
« on: February 20, 2013, 07:45:43 AM »
0.7   Items

  • Scorpion Kama: This item is a gem from Magic Item Compendium. Its base damage is your unarmed strike damage if it is higher. Basically it's the best way to make use of weapon enhancements (like greater dispelling, collision, vampiric).

  • Ghost Shroud: A deflection bonus and the ability to aff ect incorporeal creatures with your attacks for the low price of 5000 gp.

  • Belt of Battle: Invisible fist + belt + full attack, or whatever really. The initiative bonus is an icing on the cake.

16
Handbooks / Re: Ascetic Rogue Mini-Handbook (Dictum Mortuum)
« on: February 20, 2013, 07:43:07 AM »
0.6   Feats

  • Knowledge Devotion: Good feat that gives you at least +1 to attack and damage for each of your knowledges. Monk gives you arcana and religion, rogue gives you local. The feat provides you with an additional knowledge as a known skill. This fits very well with the minor lore feature of the changeling rogue alternative class features.

  • Imperious Command: Again, this is a fairly powerful feat that relies on your skill ranks. Max out intimidate and you can take care of a single enemy by demoralizing him. In the same book with this feat, the fearsome armor enhancement is a very good asset, requiring just a move action to demoralize.

  • Snap Kick: It's an extra attack, especially useful after using invisible fist alternative class feature.

  • Carmendine Monk: It reduces your MAD, linking your monk abilities to Int. This helps out a lot, especially if you are fond of using your stunning fist and wearing no armor, while keeping your skills (and many of your skill modifi ers) high. As an added benefi t, you get a +2 level boost to some of your monk abilities.

17
Handbooks / Re: Ascetic Rogue Mini-Handbook (Dictum Mortuum)
« on: February 20, 2013, 07:36:55 AM »
0.5   Class Features

0.5.1    Monk

  • Flurry of Blows: Flurry of blows is a nice ability when flanking someone, so you can get more sneak attack dice. The alternative to this is decisive strike, which is obviously better to characters build around attacks of opportunity. If you encounter enemies immune to your sneak attacks, decisive strike may be better. An added bene fit is that it is also usable in armor and boosts your stunning DC even further.

  • Evasion: Although it's a cool ability, chances are, you are not going to keep this, especially if exemplars of evil is in the allowed sources. The alternative class feature Invisible Fist is just too good to pass by, enabling you to turn invisible as an immediate action for 1 round every 3 rounds, and thus making sneak attacking without any help possible. Since you are getting evasion from rogue anyway, if you can't select invisible fist, just go with spell reflection.

  • Evasion: Stunning fist is probably the best option for your first level bonus feat. The main point is that although the benefi t is minor, you get a scaling DC according to your level, not your monk class level. Soulwarp strike is also good, if you are ok using it only 2-3 times a day. I'd never pick draconic fi st. For your second level bonus feat, the best option is to convince your DM to let you swap it for ascetic rogue, as you probably read earlier.
0.5.2    Rogue

  • Trapfinding: I find it useful, but I personally dislike being the person responsible for fi nding and disabling traps, because that means that I have to dedicate at least 2 skill points per level to disable device/search skills. If you share my point of view, you can get Mimic from exemplars of evil if you are a human or the fi rst changeling rogue substitution level otherwise.

  • Evasion: Here you've got some options. Staying with evasion is ok, although if you get the improved evasion special abilty, it is pointless. Feign death is a cool ability as a safety measure or in case you want to infi ltrate a morgue :p. Spell reflection is an awesome ability, too.

  • Trap Sense: Swapping this for penetrating strike is probably the best option, which lets you sneak attack targets normally immune with 1/2 your dice, but only when flanking. Quick fi ngers is not especially useful.

  • Uncanny Dodge: Disruptive attack is strictly better because when full attacking you can gain the benefi t for the rest of your attacks, too, by giving up only one attack's sneak attack dice.

18
Handbooks / Re: Ascetic Rogue Mini-Handbook (Dictum Mortuum)
« on: February 20, 2013, 07:26:49 AM »
0.4   Skills

  • Balance: 5 ranks will do here, to protect you when balancing from being flat-footed.

  • Bluff: 5 ranks are perfect for the synergy bonuses this skill provides (to both diplomacy and intimidate! both great skills).

  • Craft: Unless you want to fufil ll a requirement, skip this.

  • Decipher Script: You can hit 5 ranks to get the synergy bonus.

  • Diplomacy: Max this.

  • Disable Device: You have trap finding, so you can get the job done if need be.

  • Disguise: Skip this. A hat of disguise and/or changeling race will take care of your disguise needs.

  • Escape Artist: Unless your grapple check lacks, don't go for it.

  • Gather Information: No reason to max this, since you can use this untrained.

  • Hide: Candidate for maxing, if you want to act sneaky.

  • Intimidate: Max this.

  • Knowledge: Get at least 1 rank in monster identifying knowledges and 5 in those that provide cool synergy bonuses (like, say, nobility).

  • Listen: Quite good, another candidate for maxing.

  • Move Silently: This is usually coupled with hide.

  • Open Lock: With utility spells like knock, this is not needed.

  • Search: Max it if you are going to be the trap finder.

  • Sense Motive: 5 ranks will do for the synergy bonuses.

  • Spot: Max it.

  • Tumble: Spend some ranks until you hit 15 or 25.

  • Use Magic Device: Max it.

19
Handbooks / Re: Ascetic Rogue Mini-Handbook (Dictum Mortuum)
« on: February 20, 2013, 07:17:50 AM »
0.3   Races


Note that if you use a race that doesn't have "rogue", "monk" or "any" as a favored class, you are probably going to face multiclassing penalties. Also note that any small race will nerf your unarmed damage. The best races you can pick are:

  • Human: The standard optimal race, can't go wrong here :p

  • Changeling: Awesome race, due to the popular changeling rogue substitution levels and the fact that they can change shape at will.

20
Handbooks / Re: Ascetic Rogue Mini-Handbook (Dictum Mortuum)
« on: February 20, 2013, 07:15:03 AM »
0.2   Attributes


Overall, without the use of various sources to reduce MAD, you are going to need quite a few stats at respectable levels (around 14). The up side is that you don't have to excel anywhere, most average scores will do. Also you will love belt of magnifi cence, as any item that boost all of your stats.

  • Strength: Your main source of damage is going to be sneak attack and unarmed damage. While this is ok to have, so that you boost your attack roll, it's not your first priority.

  • Dexterity: Your reflex saves are going to be high and it's not the most optimal way of boosting your stealth skills. However you can use this if going for a ranged character. Also, investing some points for a good initiative modifi er is not half bad.

  • Constitution: Yeap, you guessed it. This should be as high as you can aff ord and you need the boost to the fortitude save.

  • Intelligence: With rogue at 8+ and monk at 4+ skill points, you are a good skill monkey candidate. I usually end up spending my points here and intelligence is my primary stat. If you feel those skill points are ok for you, there's no point investing here.

  • Wisdom: You have the luxury of choice here. Either go unarmed with a good wisdom modifi er to boost your scouting skills and AC from monk, or wear light armor for your AC and completely forget about wisdom and stunning.

  • Charisma: This is quite useful actually, especially if you plan on using skills like diplomacy, intimidate, bluff , UMD, etc.

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