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Messages - Bard

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1
Min/Max 3.x / Re: [3.P Eberron] Trying to piece up Melee Utility/Dps
« on: October 01, 2016, 11:16:47 AM »
The first try
So, first one, the initiator-iaido guy. It doesn't seem able to measure up unfortunately, and it's a shame as it was my favorite concept. Even combining manouvers and iaijutsu focus, even using maneuvers for damage (as opposed as making the opponent flat footed) it doesn't work well.

Lvl 5:
Considering a feycraft one handed sword (1d6) that counts as light for flick of the wrist, +5 to Cha and 10 ranks in Iaijitsu Focus, I'd be able to hit with Soaring Rapotr Strike (most damage for the level) and a 10 on the IF roll, it would do 1d6+6d6+3d6, so 10-60 damage with an average of 35, so it looks balanced with the rogue... but...

Lvl 11: (I'm going to consider level 11 here instead of 10 as there's a big damage boost there)
Same weapon, +6 Cha, +37 to Iaijitsu focus (base skill with item familiar, cha, +10 magic item) and using the same Soaring Raptor Strike as it didn't get any newer manouvers...
1d6+6d6+8d6+8x6 the damage would be 63-138, average of 100.5

The build  in progress:


The problem with this:
This lags behind quite a bit already at level 10 and it's not really enough damage. Plus from here on, the damage doesn't increase all that much anymore.
But I don't seem to be able to improve the damage in any significant way. Battle Leap could be an option, but doesn't mesh all that well and it's a bit situational.
Barring any brilliant idea, I think I'll have to discard this build and starting to work on the Magus variant  >:(

2
Min/Max 3.x / Re: [3.P Eberron] Trying to piece up Melee Utility/Dps
« on: September 30, 2016, 09:29:04 PM »
Yep, that's right. My first choice would be a one hit-kill kind of character, with a single huge attack in a round. Failing that, I was thinking of a psionic gish with 9th level powers since I never played one yet.

As soon as I get a bit of free time I plan to post tentative builds here. I hoped I could post the first today, but didn't have the time to finish it yet :(
At this point I'm working on the magus and the warblade version, gopefully tomorrow I'll have something  ready to post

3
Min/Max 3.x / Re: [3.P Eberron] Trying to piece up Melee Utility/Dps
« on: September 30, 2016, 05:12:57 PM »
Pathfinder progression, I'll add that bit of info to the op.

To be honest I'd rather stay away from rogue-like characters as we already have one in the party. I'm just using the rogue damage to balance the character in the context of the party.

The rogue of course has also craven and a couple of levels of swordsage anmong other things.

If there weren't already a rogue in the party I would have gone for a rogue/wizard/spellthief/daggerspell mage or something like that :(

4
Min/Max 3.x / [3.P Eberron] Trying to piece up Melee Utility/Dps
« on: September 30, 2016, 12:30:31 PM »
So, new campaign, new character to make, new challenge for me.
This time I'll try to keep a "diary" of what I try and what I end up (hopefully, if I don't give up halfway).

(click to show/hide)

(click to show/hide)

The target is to make a good damage dealer with enough utility both in and out of combat to be relevant as something other than a glorified slapstick.
As a reference on the damage part I plan on using a not that crappy rogue 20 doing its thing with d8 sneaks and the sniping googles (or whatever they're called, the ones that give +2 damage to each sneak dice). There actually is a rogue way better than that in the party, but I'm not really aiming for top damage, just being comparable. For simplicity since I just need a ballpark value, I'll just consider full round, no misses.
(click to show/hide)

The ideas I plan to give a shot on using:
1. Iaijutsu Focus + Warblade/Swordsage, possibly 5-8 levels on Iaijutsu Master. Single attack and using a katana
2. Iaijutsu Focus + Magus, using spellstrike to delivery everything in one hit.
3. Good'ol King of Smack, using some full-caster Psionic class.
4. Like above, but Tashalatora.
5. Give up and play some ranged caster/dps or truly give up and play another batman wizard like always :D

Apparently I'm a bit rusty and pulling out of the hat something that feels cool, is strong and useful (and not a frankenstain of dips) is hard :(
Of course suggestions are welcome, both of things to use for those and new ideas. Meanwhile I'll try to consider and post a tentative build for each to see how it turns out. Unluckily I don't have that much free time lately so I expect a day or two between post with some meat and builds in them :|


5
Min/Max 3.x / Re: Help! My CrusadUr is not COOL enough!
« on: May 13, 2015, 01:14:00 PM »
I need a level dip in something with good will saves and knowledge (planes)  in the skill list, hide would be a plus. One or two levels makes no difference as far as initiator level goes.

As far as what I wanted to do...  The concept I started with wa to make a character to protect the party by blocking approaching enemies and attacks directed at the party,  while being beefy/self sustaining enough. Bonus point for out of combat usefulness. Bonus points for being cool doing it.

I mean counterspelling or mage slayer + interrupting with an aoo is a great and safe way to stop a fireball, but shieldbashing it away is way cooler.


6
Min/Max 3.x / Re: Help! My CrusadUr is not COOL enough!
« on: May 13, 2015, 04:10:34 AM »
I DO have weird issues  :lmao
It may as well be that since I saw similar build played before (by the DM)  I'd like for it to do something more. I know it's a bit weird to say when it gets 9th level spells and 8th level manouvers already.

Dragonfire Adept is there for the Will save and Knowledge (Planes) requirements. I could use any number of other classes for that and maybe a single level dip, but I figured entangling breath would have been a nice addition to a lockdown build.

7
Min/Max 3.x / Help! My CrusadUr is not COOL enough!
« on: May 12, 2015, 09:19:39 PM »
So, new campaign hopefully starting soonish and I've achieved, for the first time in my eternal career of arcane caster, the spot of the fifth wheel of the party!
Unfortunately (not really) years of playing arcane batman (except for brief occasion of silliness and damage dealing) left me with the pathologic need of characters that can cast and do battlefield control. Also my experience on building anything that's not a wizard is not what it used to be since I haven't been playing (nor building) for the longest time.
(click to show/hide)
This brings me to my actual tentative build a lockdown build with cheese on top:
Half-Ogre from Savage species, LA bought off. (Might want to try to use the Half-Ogre template some kind of Human if I need the extra feat, but I'd rather avoid it)
Crusader 3/Dragonfire Adept 2/Ur-Priest 2/Ruby Knight Vindicator 10/whatever 3, maybe Prestige Paladin with Serenity for some bonuses if it fits (we're playing in a custom setting so all PrC have been victims of the Re-Fluffinator 9000, so this works fine, it is also LN)
Feats are still a bit hazy, Combat Expertise, Entangling Breath and Practiced Spellcaster for sure, then I guess a mix of lockdown-y things like Large and in Charge, Mage Slayer and maybe Imperious Command if I decide to go the fear route.
The issue is that it just doesn't feel FUN, it doesn't do any really cool stuff. I want to reflect rays in the face of enemy mages, to intercept attacks on allies as immediate actions, to laugh at enemies attacks uselessly sliding on his AC. Basically to FEEL powerful without necessarily doing Tons of Damageā„¢
What's available: Basically everything. Dragon, all books of all settings as long as they're WOTC, all Dragonlance book (even non WOTC), all website articles, etc. The only thing I cannot use are psionics and aberrations  (because of the setting). PC can't ave psionic powers, psionic points and not even the psionic subtype. Also they can't be aberrations. I COULD poly into one, but I'd be killed on sight.

I fully realize the build is good enough, but any help in making it do more cool looking things would be appreciated. It's powerful enough that even if it gets weaker in the name of badassery I'm perfectly fine with that: it's a noble cause!

8
    Quote from: Mr. woop woop
    • synth summoner ...  multi class to bring this Down from op to ... Ehhh it's better than the fighter!
    I saw the synth, it does look a bit meh to me. It doesn't even cast 9th level spells, you lose in action economy and the eidolon is based on class level and that royally sucks. If it was on the 3.5 "meta"  and I'm not missing something, it looks so weak I wouldn't even touch it with the usyal 15ft pole. If it were based on Caster or character level and could cast up to 9th it would be great, but like that seems a bit meh to me.
    It looks more of an upper third tier than a "tier zero"

    Still haven't checked the other things tho[/list]

    9
    The way PF was explained to me was like 3.5 is a very flexible tree limb and you can bend it a lot and still hold stuff together before it breaks.  PF is more rigid, so you can get a little give out of it when you push things, but go just a little bit further and the whole thing breaks apart.

    That's what I noticed too... it goes from "slightly better than the base class" to "this thing makes no sense broken" without any middle ground :( Considering how I love playing in that middle ground, that's a really bad thing for me. I do see how 3.P would be fun tho (as it was intended to be played from what I read around).


    Edit: Also. what do you mean you want more versitility?
    Or, what parts of the game would you like more versitility in?
    Do you want skill points to raise diplomacy so you can negotiate prices?(non combat)
    Or do you want combat versatility
    You can have both, but the more you raise stats in 1 section, the less resources you will have to build up another one.


    Versatility as in having characters that can do LOTS of things REALLY well.
    I'm thinking back on an old build I played of a Shadowcaster that (on top of being a wizard and thus being already able to do other people jobs out of the box) could basically spontaneously cast whole schools of magic (evocation and a lot of conjuration with shadowcasting, divination with the ACF, etc), do it earlier than other mages with heighten shenaningans, while being a skillmonkey, while being better at sneaking than most rogues (skill bonuses, darkstalker, shadow subtype and all that).
    Ur-Priest/Ruby Knight Vindicator is the same... great melee class, a lot better than a fighter or anything like it with 9th level manouvers (albeit delayed), that can cast 9th level cleric spells and persist buffs.

    Versatility of the system itself is nice too, like getting subpar ideas (like Save or suck spells) or classes (I'm sure something can be done for the monk too) and putting enough cheese on top until they become actually good.


    10
    So... can it be done?

    the TL;DR version:
    Turns out, I was proposed to play a bit of PF, since then I discovered the manual list was limited, so I doubt I'll play, but it got me reading a bit.
    Fact: I never did read ANYTHING from Pathfinder manuals before.
    I've read a bit around and it looks to me that everything is more restrictive and weak compared to 3.5 and without using 3.5 stuff in it, there's not much fun to be had.
    I've been playing mostly high-power 3.5 with builds on the range of Anima Mages, Shadowcasters (both played as GODs), Ur-Priest RKVs, Erudite based variants of the King of Smack and the all powerful no cdp pure druid! But from what I've read yet there doesn't seem to be anything in PF that can reach the same levels of power AND versatility, but I'm a total noob at it, and I didn't even read everything that's floating around, so I ask you guys in all your knowledge... can something really good be made in pure Pathfinder (both Paizo only and splatbooks included)

    For the purpose of this question I'll define "good build" as something versatile and powerful, along the lines of what I mentioned before. But no one-trick ponies for plus infinite damage or broken loop TO.

    11
    Min/Max 3.x / Re: "Samurai" optimization
    « on: June 03, 2014, 08:09:28 AM »
    Remember that being a melee you still need flight and ideally some form of move-action teleport / freedom of movement, or you'll be rendered patetically useless in most combats.

    I'm unsure about this since what I played mostly a Swordsage using maneuvers as ways to get flatfooted and generic utility and not for attacking, but I think that Iaijitsu Master might be worth bringing at level 8 to have two strikes as a standard action when you attack, doubling your damage. I don't think there's any strike that can get you the same increase in damage as a 9d6+9xCha.
    If you plan to attack mostly with manouvers tho, you are better off leaving it at 5 levels.

    12
    Min/Max 3.x / Re: Solo kill the Tarrasque at 13th level.
    « on: May 27, 2014, 06:57:52 AM »
    Lesser Rod of Maximize and Shivering Touch (maybe flight and reach spell for added safety) would let absolutely ANY wizard do it by level 5 given the money (9 with reach, 10 for a sorcerer or a cleric).
    I guess it would work with a Shooting star ranger too. Artificier ofc could pull that off too...
    Hell, a bunch of commoners with wands might be able to if they win initiative!

    Well basically my point is, almost any party has a way to kill a tarrasque by level 13.
    Tarrasques suck.

    Edit: Scrap the ray, I forgot the carapace. It would have to be in melee. Still not an issue.
    It would need some way to remove the spell resistence too, but that's easy enough.

    13
    dm just rejected the pc build...only 1 class of tier 3 or higher allowed. Now that makes me laugh!


    That doesn't make a lot of sense. Multiclassing a bunch of Tier 3s is only ever going to be a Tier 3, and Multiclassing Tier 1s or 2s only makes them weaker.

    Yup it doesn't. But that sort of thing happens often around. It's a bad case "I don't know how to optimize and I'm scared of it, but I found this tiered list and I'm gonna use it without having a clue how it actually works". A bunch of DMs mastering at the game club I go to have it.
    Usually it ends up not working, creating an even bigger gap between Tier 1 and lower tier classes and the Cleric 20 guy gets called a "filthy powerplayer". Strife ensues.

    So far I managed to "save" two DM out of 7-8 by explaining the issue to them.
    If you're lucky enough that your DM listens, you should explain it to him as soon as you can. :P

    14
    D&D 3.5 and Pathfinder / Re: So You Wanna Be A Wizard...
    « on: May 27, 2014, 06:17:07 AM »
    I would also add to your list:  Explorations of different kinds of builds.
    Building a wizard around metamagic reduction
    Building a wizard around summoning
    Building a wizard around ...
    Adding a dash of skill monkey
    etc.

    Best,
    David

    This. Yes, possibly on an average game the best use of a wizard you can make is being GOD-damn Batman but it's by far not the only way to use it. And with the wizard being the powerful class that is, almost all the weird variants you can think of might work fine.

    Especially the "blaster-y" build for the wizard need some long due love, since they're quite hard to optimize right. Meaning being able to do damage, without doing TOO MUCH of it, or not enough, or for not long enough in a 4-encounters adventuring day.

    15
    Min/Max 3.x / Re: Stupid idea: Super Nudist
    « on: May 25, 2014, 09:47:07 AM »
    Quote Jack on the Unarmed Swordsage, it doesn't clearly states that it gets modified, but it wouldn't make sense if it wasn't.

    As far as Mettle goes, I'd get it from either Pious Templar (BoED? unsure) or Witch Slayer (Tome of Magic), plus if you plan to get divine grace on a Wis-based caster you should get (if the book is avaiable) Serenity from Dragon Compendium to use WIS for Divine Grace and other paladin skills. (I seem to remember there's also a similar feat from some 3rd party Dragonlance splatbook, but I'm not sure)

    16
    Min/Max 3.x / Re: Paladin or Paladin-esque Build Options
    « on: May 19, 2014, 09:52:29 AM »
    Would Jaronk's Smitheadin be something you might be interested in?
    It's mostly crusader and fights with a traditional "sword and board" style that IMHO fits well with the paladin image. While it has a bunch of manouvers, the only one you really need to know and use are just a few, with the others being just a bit of situational help, so it might be easier.

    17
    Min/Max 3.x / Re: Buff / heal bard
    « on: May 14, 2014, 10:40:52 AM »
    Also check out Healing Hymn from Complete Champion.

    This is huge. Also Dragonfire Inspiration isn't bad and there's a prc that lets you sing 2 sons at once with a short dip and a bit of a CL loss, can't remember the name atm since I'm away from books.

    18
    Gaming Advice / Empower Spell and Damage Bonuses.
    « on: May 11, 2014, 07:23:17 PM »
    Ok, I have some kind of idea on how this might work, but I'd like a second (or third) opinion :D

    I'm working on a Force Missile Mage, pumping up the damage of the magic missiles and I started wondering how the additional bonuses interact with Empower Spell. What gets multiplied and what not?
    Base Damage: 1d4+1 
    Warmage +3/die (Age of Mortal)
    Knowledge Devotion
    Argent Savant's Force Specialization
    Acid Sheat spell (if I add acid to the missile)
    Fiery Spell feat (if I add fire)
    Cold Spell Specialization (if it becomes ice)


    I can't think of any other. My guess is yes to all except Knowledge Devotion, since they all modify the spell damage but... I'm not sure.

    19
    Psionic Open Chakra

    This is news to me. Need to do something with it.

    20
    The Crusader and the Cleric should be good enough not to worry about overshadowing them too much, no matter how badly they manage to build them... If you don't abuse claw of the vampire, the "tanking" ability of the Crusader and healing ability of the cleric should make them feel useful enough that they'd still have their occasion to shine. (Well, not that a cleric would need it anyway :D). With 3 melees in the party (possibly 4 counting the cleric) the Rogue would have plenty of occasion to flank and do a comparable amount of damage. The TWF ranger.... well... maybe being useless will teach him a thing of two for the next time.

    As far as the build goes, the King of Smack line of builds usually doesn't use much PP; except if you're going for Elan and absorbing damage or abusing hustle, you'll only end up using claw of the beast, claws of the vampire, damp power, maybe some defensive buffs (Force Shield and Inertial Armor mostly), so the PsyWar SHOULD be Ok.
    If your DM does a lot of encounters/day tho, you might want to go Ardent, you can sub in Claws in Animal World, Protection is great and you can sub in some other armor buffs and Conflict is a good third (or you could sub in Claws of the Vampire in the leech mantle maybe?).

    If you plan to add Wis to armor tho, monk works but imho it isn't the best choice since it doesn't let you use armor at all, I tend to prefer Swordsage for that, plus the manouvers give you good added utility.
    If you decide to go monk, there's an ACF in the SRD that swaps the bonus feat on the first two levels and gives you Weapon Finess on the first level that you can easily put in Claws. Improved Initiative at level 2 is better too. You might look into trading away unarmed damage and flurry too since you won't use them with claws.

    Shiba protector is a nice addition too.

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