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Messages - Newsman77

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D&D 5e / Re: Fighter or Bladelock??
« on: July 21, 2015, 07:53:15 PM »
That's not quite kosher, it should be more like 16/10/14/8/10/15.

The only reason this worries me is your Wisdom save is low, and that can really cause problems with charms and what not from monsters. Other than that, I like it.

I like your idea of going back into Fighter instead of Warlock. The only thing is that puts your extra attack off by 2 levels. :( Don't you need to hit that extra attack at 5 or 6 to stay competitive and not lag behind the curve? Other than that... I like the idea of having the maneuvers and the 2 invocations.

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D&D 5e / Re: Fighter or Bladelock??
« on: July 21, 2015, 06:08:14 PM »
Or how about both ?
Fighter 1 / Warlock X , possibly Fighter 2 after Warlock 11
is also a decent and functional build.

Party-wise only the Sorc is supposed to be a backliner.
Even the Archer Fighter should be mixing it up some of the time.
This would suggest being an Artillery guy, for which Warlock is perfect.

Dwarf Warlock can fit what you want ... (Yoda is shrinking but don't tell him).
Devil's Sight + Darkness is a ++ combo, but it is NOT party friendly.

I know our archer and he will not be mixing it up. He'll focus on things like Sharpshooter, maybe crossbow expert, will play a race with darkvision and will most likely go Eldricth Knight. It's a solid build. STR will be a dump stat because he likes DEX, and a lot of it. He does not see the benefit of having STR.

Thanks, the Fighter 1/Warlock X build seems to be what I'm looking for. I'm willing to give up some damage for versatility. DM says we will probably only make it to 15 before we stop and start over. So I could squeeze another level of fighter in there, maybe one more for some Battlemaster goodness.

The Darkness+Devil's Sight does suck for the party, so I will probably stay away from it. However, I like the flexibility of throwing EB or mixing it up with Polearm Master. That sounds very appealing. (The Quarterstaff+Shield Cheese is out as our DM will not allow it.)

Sooooo.... maybe Human Variant Fighter 1 to start with something like:

16/10/14/10/8/16
Fighting Style: Defense or Great Weapon Fighting
Variant Feat: Polearm Master

*I wish there was a way to go one-handed and still get a bonus action attack in there somehow.

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D&D 5e / Fighter or Bladelock??
« on: July 19, 2015, 09:07:52 AM »
Hello Fellow Gamers

Could you please give me your advice? I'll be joining an second round of Princes of the Apocalypse in a few days. Our last group wiped, and now we're having to start all over again, at level 1. Our table uses the standard array and only things from PHB & DMG are allowed, and we need to be "good guys" and not a roving murder squad. There are 6 other people in the party: TWF Ranger, Archer Fighter, Melee Cleric, Barbarian, Sorcerer, Valor Bard.

My background is that I'm chasing a member of my order who has gone rogue and become a serial killer. My mentor and I'm are assigned to track him down and bring him back to face justice. We're in Red Larch because that's where he was last spotted after murdering the mother of two other PC's.

So I came up with these 2 builds (Battlemaster & Bladelock). Which one would be the better on to play, to keep up with the pack and still remain useful to the group. My only concern is the Bladelock won't be able to keep up.

1) A Jedi type character, using Warlock to simulate the force push, mind trick etc.
Human Variant Warlock 1
10/16/14/8/12/14
Variant Feat: Alert
Pack: Fiend or Great Old One
**Plans to go Bladelock, pick up Devil's Sight, Darkness, Hex.

2) A more bounty hunter type character
Human Variant Fighter 1
16/12/14/8/14/10
Variant Feat: Polearm Master
Fighting Style: Great Weapon Fighting
**Plans to go Battlemaster, (with maybe Disarm, Trip attack, etc.) pick up Great Weapon Master at 4, stat buff at 6 and maybe another feat or stat bump at 8.

I like the versatility of the Bladelock with the Eldricth Blast for ranged attacks, which is a weakness for me at melee. However, I'm usually attracted to heavy armored melee types.

What do you think? Which path should I choose?

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Min/Max 3.x / Re: Building a Better Warlock
« on: January 22, 2014, 12:58:05 AM »
Oh yes... we have a Divine caster. I like where the warlock is going and he seems cool. I mean, it's a flying robot that shoots lasers! Awesome!

I was thinking, I have the Eldritch Claws so I can hang in melee combat and use the Eldritch Blast that way or in a level or two, I can fly and shoot a beam at the bad guy. Eldritch blast seems like my main weapon, but giving up +1d6 doesn't sound bad... to have a little more flexibility and a lot of fun options. Of course... I could be wrong. Which is why I'm asking :)

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Min/Max 3.x / Re: Building a Better Warlock
« on: January 21, 2014, 01:48:15 PM »
The things about Incarnate I like is that a) it frees up my feats for Beast Strike or Flyby Attack. or even Leadership (for RP purposes I will take this at some point. b) You get access to 3 vestiges at level 2. So that would be the Crystal Helm chakra bind for +2 to Will saves and bonus to AC or Enigma Helm for immunity to charms. You also get the Strongheart Vest to help negate Hellfire Warlock Con damage. Plus there's 1 floating variable vestige for things like Impluse Boots or Skill bonuses for challenges.

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Min/Max 3.x / Building a Better Warlock
« on: January 21, 2014, 01:09:53 PM »
Hi Guys and Gals,

You've been so helpful before for my druid, that I thought I'd ask one more time, about a new character I'm playing. My DM challenged me to play a Warlock. I've never played one before so here goes.

**Quick Question: After level 4, would it be advisable to take a 2 level dip for Incarnate before continuing on to Hellfire Warlock. We have a binder in the group and I'm trying not to step on his toes class-wise. My DM ruled the Strongheart Vestige can be used to help negate the 1 Con damage from Hellfire Warlock. Incarnate 2 seems like it nets some strong rewards for my character while only losing 1d6 of Eldritch Blast.**

Level 3 Warforged Warlock
Stats: 17/15/18/18/12/11
Skills:
    Concentration 6
    Intimidate 3
    Knowledge Planes 6
    Knowledge Local (for RP purposes) 6
    Sense Motive 3
    Spellcraft 6 
    Use Magical Device 6
Feats:
    1: Mithril Body
    3: Eldritch Claws
No Magical Items

Notes: We likely won't hit levels 15-20. Our stopping point for the campaign seems to be around 12-13.

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Min/Max 3.x / Re: [3.5 Core + Complete Books] Melee Cleric Advice Welcomed
« on: December 18, 2013, 01:06:29 AM »
I was looking more at Divine Oracle and Contemplative for their class abilities mainly, like Prescient Sense, Divine Health, etc. and still keep full casting.

Am I trying for too much?

I'll be honest, I typically like to play the melee types that like to hit things with a big sword. I recently played the druid and really enjoyed it. A friend recommended the cleric as something to try next.

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Min/Max 3.x / Re: [3.5 Core + Complete Books] Melee Cleric Advice Welcomed
« on: December 17, 2013, 01:20:45 PM »
Good point. What if I went DMM: Extend Spell instead? I could still get more time out of Divine Power and not have to worry about dispel as much, plus I could grab power attack.

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Min/Max 3.x / [3.5 Core + Complete Books] Melee Cleric Advice Welcomed
« on: December 17, 2013, 01:04:19 PM »
Hello Fellow Gamers,

You were most helpful in shaping my druid, but unfortunately, that campaign has come to an end. Now I need your help once more. A new campaign has arisen: we're limited to Core + all the Complete Books, nothing else outside. We are starting at level 4, with half the starting money you're allowed in DMG.

My plan is to go melee focused cleric, with DMM: Persist and a greatsword. The plan would be to take Divine Oracle and Contemplative at some point. I wanted to play a Half Giant, but Human sounds like the best bet. Could you please advise on any changes, direction I should take? Here's what we have so far:

Str: 17
Dex:13
Con:16
Wis:18
Int:13
Cha:14

Race: Human
Feats: Extend Spell, Extra Turning, Persist. (at 6th DMM: Persist Spell)
Skills: Concentration, Spell Craft, Knowledge (Religion), Heal
Deity: Homemade with War (for greatsword) and Travel domains.

What do you think? I know I need to pick up power attack at some point and was thinking of a fighter level dip.

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Min/Max 3.x / Re: Suggestions for a Core Druid
« on: December 05, 2013, 06:29:19 PM »
In the short run, +5 wild dragonhide full plate gives +9 AC and a +1 wild dragonhide breastplaste gives +6 AC.  In the long run, +5 wild dragonhide full plate gives +13 AC, or a +5 wild dragonhide breastplaste gives +10 AC.  A monk's belt gives +6 AC (assuming your DM allows it to give +Wis to AC) right now and eventually either +12 AC or +13 AC, assuming you started with 18 Wis and added +1 to it at 4th and 8th levels.

Yes, I started with an 18 Wisdom and at 4th, 8th level put my +1 into it. The Monk's Belt was ruled to add Wisdom to AC. So this seems like the best route for me. I can dig the long term investment. Now to save up for that +5 Tome. In the meantime, Barkskin + Owl's Wisdom seems ok for on the go AC buffs.


Technically, animals are, "Proficient with no armor unless trained for war."  It's not clear what being "trained for war" means other than that warhorses and riding dogs are, since there's no Handle Animal trick that specifically covers "trained for war" or armor proficiency.  Ask your DM.  If your mount isn't proficient and can't be trained, you have to stick to minimal-ACP light armor.  Even with proficiency, barding for Large animal companions is four times as expensive as normal armor and not cheap even if you don't bother with any magical enhancements.  I prefer to keep my mounts and companions in light armor both because I don't think they're worth the extra money (if an animal companion dies, you just get a new one) and because the speed penalty hurts.

Cool, will do :)

One more thing. I read up on the Wild Shape errata and I'm missing the big change. I read the Master of Many Form post about what you do/don't get, and that's how I've been playing wild shape. Was there something else?

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Min/Max 3.x / Re: Suggestions for a Core Druid
« on: December 04, 2013, 08:40:49 PM »
I'm using the wild shape as printed in the book. Why? Is there a big difference?

Oh I forgot to mention, I do have 1 Wilding Clasp. It dropped a few weeks ago.

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Min/Max 3.x / Suggestions for a Core Druid
« on: December 04, 2013, 08:11:20 PM »
Hello Fellow Gamers,

Could you help me out a little bit? I'm currently playing an 8th level druid, limited to core only books. He's more melee oriented than casting. We're in a dungeon setting mostly, so I focus my wild shape on bear or big cats. I was looking for ways to beef up his AC.

Stats: 16/13/16/13/20/14
Human Druid 8
Feats: Natural Spell, Improved Initiative, Extend Spell, Multiattack

Would it be better to go Monk's Belt and focus on Wisdom buffs or Wild Dragonhide Plate and look for some way to pick up Heavy Armor Proficiency? The monk's belt is attractive since we do fight casters often. Also, for the animal companion, should I buy him heavy armor as well?

As always, thank you so much for your input :)

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Min/Max 3.x / Re: Advice Needed on Core Cleric Build
« on: October 23, 2013, 08:47:33 AM »
I wouldn't worry to much about loosing out on spontaneous cure spells. Healing in combat is overrated as it is. Out of combat healing can be done easily with a wand of CLW. And if you HAVE to be able to heal in combat, shove a potion down their throat, which they can do themselves, or cast a prepared Cure anything you saved for such an occasion. If you really want to be that melee cleric Ordained Champion is very good.

It would help to get the layout of the rest of the party. Are you the only divine caster? Can the resident Druid or Bard help out with the curing business. How about melee? Are you teaming up with an half-orc barbarian or a weapon finesse fighter?

There are 2 melee oriented cleric/fighters/? that are very good to team up with. I can create combat advantage with them. There are 2-3 Rangers with pets. One guy is playing 2 characters... cleric + wizard maybe, I'm not sure... Then there's a monk. So I guess loosing those spontaneous heals isn't really a problem.

Metamagic is pretty costly. And without DMM or other ways to make it cheaper probably not worth it. Especially since you already are a spelllevel behind the other casters.

Concerning the Leadeship / Summoning / Animate Dead routes. Talk to your DM and co—players first. Flooding the battlefield with minions changes the game immensely. As is being able to play 2 characters (cohort). Get the go-ahead from DM and players first.

The animate dead route was nixed because it was too evil. I feel like the summoning is the last niche I can really use to my advantage. I could just hang back and cast, but that's not really my style. I'd a fan of Roosevelt... "walk softly and carry a big stick" ... then whack what stands in front of you. :)



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Min/Max 3.x / Re: Advice Needed on Core Cleric Build
« on: October 22, 2013, 03:48:11 PM »
Thank you so much again, for helping me with this. I'm kinda stumped as to where to go since I know 4e but not 3.5e that well.

Just curious. Why do you have to start 2 lvls behind the rest? Because you are less experienced they make you play a crippled character? What gives?

I start 2 levels behind... because the group is established and you can only come in at the lowest level of the party. There were a few joining and not showing up... so they were 5... hence I am 5. Mostly others are 7.

How does your DM do experience, by the way?  The DMG has a table that shows various experience levels and notes on page 37 that lower level characters in a party actually get more experience (because the encounter was a tougher challenge for them) than higher-level characters in the party  If your DM runs things that way then looking into Crafting feats might be a wise idea because you're somewhat compensated for cutting into your XP.  If the DM simply hands out the same XP reward to everyone then crafting might not be as nice, but it'll still be useful since you're probably not likely to get all the magical doodads you or your party want or need.

The DM is pretty awesome. He breaks up the xp, based on the characters level. As 5th, I got somewhat more than the 7th level folks. I could catch up eventually I think.

As mentioned, Quicken Spell at 3rd level is meaningless.  It's a +4 spell level modifier which means that normally you'll have to have 4th level spell slots to cast a quickened 0 level spell.  If you're already stuck with that build then ask if you can swap it because of it being an oversight.

I took it so I could take Leadership at 6th... and be ready for Quicken at 8th - 9th. Coming from 4e back to 3.5e, I wasn't really sure what else was good. I did see where I'm allowed to buy a Metamagic Rod, not sure if that helps like the feat does. I doubt it.

Considering you haven't said non-core feats are available then, again, it's not going to help you.

If you're pretty well limited to PHB then I don't recommend taking anything from Tome of Battle because it's very, very likely going to cause problems with your DM or other players.

    Yep, very limited to PHB & DMG. I can understand with a lot of players, you don't want people dragging in the most obscure things and outshine everyone else. I actually like the PHB stuff, but I can see where it keeps you out of DMM, which is very powerful.

Core melee won't work so well since you won't have quite the resources (mostly spells and feats, especially stuff like Persistent Spell and Divine Metamagic used for a 24 hour Divine Power) that make clerics better in combat.

You'll want to PrC out of cleric as soon as possible (within reason) since it doesn't have any class features gained past 1st level.  I believe Church Inquisitor is the earliest PrC available since it has very low requirements, but that might not work for you since the fluff behind it is you're dedicated to weeding out corruption within your religion.  Plus you have to be Lawful Good or Lawful Neutral and a member of a Lawful Good church so there's no way you're going to be using Animate Dead because it's an Evil spell.

Ordained Champion might work for you if you want to go more into melee, but it does lose caster levels at 1st and 4th.  The War Caster ability gained at 5th that adds +2 to your CL for War domain spells thus makes you only as good as a full cleric at casting them unless you have the feat Practiced Spellcaster.  You'd need to redo the fluff a bit if you don't have Hextor or Heironeous in your game's pantheon, but if you can refluff it such that you can be Lawful Neutral and worship a neutral or evil deity then you could still pull the Animate Dead stuff.  Most people only go 3 levels into the class for the Channel Spell ability.


   You raise a lot of valid points here. I thought about both of these classes. My worry with Ordained Champion is that I couldn't case heals spontaneously anymore.  I almost went Church Inquisitor. I will likely just stay with Cleric and use my one out of PHB source for Contemplative. A group member said the party looks down on animating undead... but I still have summoning :)!!!

Unless you know you'll be facing many foes during most encounters instead of a single big one, drop Cleave.  You've got better ways (spells) to take out multiple targets, especially if they're able to stick around for a bit and hamper a bigger bad in the encounter.

Gotcha, thank you for the advice. I'll drop Quicken Spell and Cleave and pick up something more useful.. maybe Skill Focus: Conjuration and Augment Summoning. Staying back a bit and using Undead/Summons to help augment my combat seems like the best route to go.

Again, I can't thank you guys enough for the direction! You're advice is invaluable!!

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Min/Max 3.x / Re: Advice Needed on Core Cleric Build
« on: October 21, 2013, 10:44:02 PM »
Wow, great advice... the animate dead idea sounds pretty cool. That could make up for being a few levels behind, when you have an army to help fight for you. In that case, would you prestige Bone Knight for the undead boost and flavor yourself maybe a traveling general from Karnath... since we're in a non-specific setting?

Creating undead is an evil right? In that case, I'd probably need to stay true neutral to keep my spontaneous healing for the party.

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Min/Max 3.x / Re: Advice Needed on Core Cleric Build
« on: October 21, 2013, 05:22:59 PM »
I don't think I can use the Zen Archery or Divine Metamagic Pesist Feats, they're not in the PHB. Hmm... rogue dip. I never thought of that. Sounds interesting.

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Min/Max 3.x / Advice Needed on Core Cleric Build
« on: October 21, 2013, 05:04:33 PM »
Hello fellow gamers. I could really use your help.

Recently, I signed on to a new 3.5 campaign that's limited to PHB. You can take 1 race/class/prestige class outside that book. I'm starting at 5th level and most other players are a few levels higher, and more experienced. I thought I'd pick your brain about ways to tweak my character... to better contribute to the party. My goal is to build a pretty decent melee cleric. With that said, here's my build:

Human Cleric 5
Starting Stats: 17, 12, 16, 11, 17, 13
No deity: Took War/Travel domains and Greatsword as my weapon
Feats:
1: Power Attack
Bonus: Cleave
War Domain: Weapon Proficiency/Focus: Greatsword
3: Quicken Spell

Staring level 5.

I thought about spending my out-of-phb choice on Dragonborn of Bahamut for wings (fly is helpful)... but I've also heard Ordained Champion or Church Inquisitor was good too. Personally, I'm fine sticking with Cleric since it gives you solid spells/casting levels. What are you thoughts? Is there a better direction I should go? Thank you for your input.



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Introduce Yourself / Hi!
« on: October 21, 2013, 04:41:27 PM »
Hello everyone! I'm a long time gamer currently playing 3.5 and 4e D&D.
I'm from North Carolina and I love to talk shop!

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