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Messages - Periaden

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1
Min/Max 3.x / Re: Got some spare XP to use, what to use it for?
« on: March 21, 2015, 07:09:35 PM »
...Could someone explain some of that for me? How that stat roll should be read, their Gestalt rules, that part about "Only advances 1 PRC at a time.", the part about "Dual Progression classes are allowed, as long as they are on the same side." And what's an "Oscelamo monster class"? I've never heard of such a beast before.

Okay a few things, the stats are determined by rolling 7 times, 4d6 dice, reroll 1's & 2's.

From the sample in the Op

Class 1: Wizard 3/ Cleric 3/ Mystic Theurge2
Class 2: Ranger 8

This shows the build that the PrC is on one side, the Wizard and other on one, and the Ranger on the other, and as the Mystic Theurge, is a PrC that advances both divine and arcane magic, it also remains on the correct side.

So You can't have something like this. Warning, Highly Stupid example.  :D

Wizard 3/cleric 3/Arcane Trickster 10
Wu Jen 3/Rogue 3/Mystic Theurge 10
Because it broke the rules, Mystic Theurge and Arcane Trickster were taken on the wrong side, and the PrC's were taken at the same time.

Oscelamo monster class is homebrew to allow playable monsters.

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Min/Max 3.x / Re: [PF] Faerie Dragon Cohort Help
« on: February 08, 2015, 04:59:04 PM »
Most of that I have understood. My confusion stems from the stacking of sorcerer levels. He counts as a third level sorcerer, but the CR is a 2. So, do I add two levels of sorcerer or three? Would he gain the bloodline abilities as a fifth level, or would he only gain the abilities from the actual levels if they were two or three levels? If he only gains two levels of sorcerer so that means he gets the BAB, CMB, etc of a second level but the spells of a fifth?

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Min/Max 3.x / [PF] Faerie Dragon Cohort Help
« on: February 08, 2015, 03:50:37 PM »
Background:
    My DM is planning to revive his Jade Regent Path game, it was shelved before the third book, I had joined this gaming group as he ended it, but now there is interest in restarting it, I am making a 7th level Drow Conjurer with the Teleportation subschool (cuz: Shift is awesome). The rest of the party is a Hunter (unknown race), Half-Orc Warblade, and a 3.5 Scout (unknown race).

I have my character all planned out, however the difficulty lies in with my Faerie dragon friend. I had originally planned to take improved familiar and gain him that way, but with my rp background and how I acquired him, my DM was open to suggestion (it was mostly his idea, I believe) that I could instead take leadership and still have him follow me.

Now, I am ridiculously attached to this dragon despite I haven't played yet. My difficultly lies in advancing him as a sorcerer. I have little experience doing so with monsters with PC levels. The Faerie Dragon counts as a third level sorcerer, in addition to his three levels of dragon HD. So how do I make him a fifth level character, as leadership grants? Also, I can't for the life of me figure out his skills modifiers.

I plan for the Faerie Dragon to compliment my spellcasting, as I am concentrating on mostly summons, misdirection/illusion and utility. The Faerie Dragon starts out with greater invisibility as a spell like ability 3/day. Has grease, silent image and sleep for 1st level spells, and dancing lights, flare, ghost sound, open/close and mage hand for 0 level spells.

Any suggestions or tips for how to do this is highly appreciated.

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Handbooks / Re: The Armor & Weaponry Handbook (Daniel678)
« on: February 07, 2013, 01:19:13 PM »
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Handbooks / Re: The Armor & Weaponry Handbook (Daniel678)
« on: February 07, 2013, 01:19:03 PM »
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Handbooks / Re: The Armor & Weaponry Handbook (Daniel678)
« on: February 07, 2013, 01:18:56 PM »
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Handbooks / Re: The Armor & Weaponry Handbook (Daniel678)
« on: February 07, 2013, 01:18:48 PM »
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Handbooks / Re: The Armor & Weaponry Handbook (Daniel678)
« on: February 07, 2013, 01:18:41 PM »
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Handbooks / Re: The Armor & Weaponry Handbook (Daniel678)
« on: February 07, 2013, 01:18:32 PM »
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Handbooks / Re: The Armor & Weaponry Handbook (Daniel678)
« on: February 07, 2013, 01:18:26 PM »
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Handbooks / The Armor & Weaponry Handbook (Daniel678)
« on: February 07, 2013, 01:18:12 PM »
Here is my handbook on Armor and Weaponry. I'm going to try to make this as comprehensive as possible. As of now I have much of the weapons section done. I am planning on working on the weapon and shield sections next until I have them up to par with the weapons section. After that I will add in specific items.

Something that I do want to do is to have a few highly modified example items. They would be what you want to get for certain builds or just some neat combos.

Weapon Combos
Adamintine + Dagger is a small knife that can cut through almost anything.
 
Bodyfeeder + Katori Resin + Elven Courtblade/Jovar/Great Falchon makes an Exotic two handed weapon that, with keen and kin crits more than 1/4 of the time for 4x normal damage. It also heals you half of that. This is great on any build that either does a lot of damage or relies on crits.

A Pitspawned Abyssal Bloodiron weapon gets +6 to confirm criticals.

A Doom Burst Enervating Cursespewing weapon gives an opponent -6 to saves and attack rolls on a crit. There is no save however only one of the effects stacks. Combine this with the Subjugating ability causes opponents to make a DC 20 will save when they are hit by the weapon. Since they should already be shaken from Doom Burst this will make them frightened for 5 rounds.

Sudden Stunning + Stunning Surge is very cheap and gets you 2 * Cha + 1 stun attacks per day who's DCs scale with your Charisma and level. One targets Ref and another targets Fort so you have some diversity there. Every high charisma melee character should pick up at least one of these.

Top 10 List

Weapons Abilities

              +1 Abilities

:lol
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 :clap
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 :)
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 :twitch
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              +2 Abilities

 :lol
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              +3 Abilities

 :lol
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 :clap
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 :)
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This handbook is by Daniel678, I simply preserved his work here.

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Handbooks / Re: Handbook Index
« on: February 05, 2013, 02:40:05 PM »
I ported the Fear handbook by Caedrus

and the The Charlatan PrC Handbook: or Pretending to be a God by Shigure

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Handbooks / Re: The Charlatan Handbook (Shigure)
« on: February 04, 2013, 04:40:16 PM »
              Class Skills
  • Appraise - You won't need this.
  • Bluff - Your number one skill. Max it out.
  • Concentration - If you took a class with spell casting this would probably be good to keep high.
  • Craft (any) - Poison crafting could be useful...Alchemy too...if you've got the casting required.
  • Diplomacy - If Bluffing should fail this may be necessary. And as you're a party face for all intents and purposes you should have this.
  • Disguise - You're a con man. Of course you have this.
  • Forgery - You're a con man. You should probably have this too.
  • Gather Information - Decent. Especially in a social setting.
  • Hide - If all else fails hiding may be what saves your life from the mobs.
  • Intimidate - You can bluff them into submission. Still its a decent skill to have.
  • Knowledge (Arcana) - As good as always.
  • Knowledge (Local) - Not as hot as the other two knowledges you have access to.
  • Knowledge (Religion) - As good as always.
  • Listen - If you need to sneak this is a good skill to have.
  • Move Silently - As above.
  • Perform - You're required to have 4 ranks in Acting but the class features don't use it. Still a canny DM might require its use for some of your more fantastic capers.
  • Profession - You're a con man. You don't need to make an honest living.
  • Search - Leave it to the trap finder. If you're the trap finder then...well yeah.
  • Sense Motive - You're a con man and a face. Necessary in social settings.
  • Sleight of Hand - Good if you need to pull alchemical items out without someone seeing you do it.
  • Speak Language - Tongues kills this skill but I still enjoy it.
  • Spellcraft - Useful if you're a former spellcaster.
  • Spot - Not bad to have.
  • Use Magic Device - Excellent choice. It helps you back up your claims to fame AND is just dead useful to begin with.

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Handbooks / Re: The Charlatan Handbook (Shigure)
« on: February 04, 2013, 04:40:02 PM »
              Classes

With its easy to meet entry requirements the Charlatan Prc can be picked up by just about anyone with access to the Bluff skill. Whether a class/character should or not is really the question here.

Bard - Bards are the one core class that can enter Charlatan without purchasing cross class skills or without taking advantage of any substitution levels or alternate class features. Bard is also the only core class, aside from Sorcerer, whos primary stat is charisma. Add in some very useful social class features and spells and you've got a strong option. Glibness makes for a tempting target but that forces you to wait till eighth level minimum before getting into Charlatan and by then there are better options out there for Bards...especially since you'd be giving up caster levels...and we all know how socially acceptable that is on these boards. The spellcasting can help you get into other Prcs though...so its something to consider.

Sorcerer - Some cross class skill purchasing here but it's still Charisma based which is a plus. The spellcasting can help you get into other Prcs before or after Charlatan. The spells would also help support your lies but again you're losing caster levels so this is suboptimal.

Rogue - A tiny bit of cross class skill purchasing here as well...unless you take the changeling sub levels(and why wouldn't you?). Rogues fit the role the best of all the core classes. They're not typically charisma based, as they lean more often towards intellegence and dexterity, but it's easy enough to make a social rogue by degrading the dexterity reliance and choosing predominantly social skills. This is where the changeling sub levels from RoE shine. 10+(Int mod) skills, one free Knowledge of your choice(arcane), faster Gather Infos and Sense Motives, and taking tens on Bluff, Diplomacy, Gather Info, Intimidate, and Sense Motive. All this added on to the Changelings already stellar social abilities. The inclusion of Sneak Attack gives you some ability to defend yourself if needs be and it makes killing the noble you've cozied up to a tad bit easier as well. All in all a superb choice.

Wizard - Normally going Wizard wouldn't be too hot an idea. You're losing casting with Charlatan. That should be enough to put you off your game right there. However...the Social Proficiency Enchanter option from UA makes me, at least, sit up and take notice. And again the casting ability could help get you into another Prc.

Factotum - Without the Changeling Rogue levels Factotums make Rogues cry. Heck even with the Changeling levels Factotums can make Rogues cry. Int is your second most important stat and Factotums make heavy use of said stat. All skills as class skills means no cross class buying for you. Inspiration means your Int mod or your Factotum level to just about everything under the sun, cleric like abilities with some minor turn undead and healing, Wiz/Sorc spells as SLAs, etc. The class even provides you with a helpful cut off point just where you need it. The SLAs and the holy abilities are a real steal here as they make you more believeable. And in this case they're not your primary class feature so jumping into Charlatan isn't loosing you as much as it would with, say, Sorcerer or Wizard.

Beguiler - You're already a liar and a cheat...Charlatan just allows you to lie in new and more interesting ways. I'd take Beguiler over Sorcerer every time if I was playing a Charlatan.

Spellthief - Less optimal than a Changeling Rogue. You can borrow a few spells or SLAs from a friend to make yourself more believeable and cast a few of your own...the casting's even Charisma based...but still not as good imo.

Warlock - An interesting choice. Some cross class skill buying obviously but not much. Detect Magic at will, 10s on UMD, a Least Invocation that boosts your social skills, other Invocations that mimic spells, and a small but useful combat blast in case you get into trouble. I enjoy Warlocks despite their less than optimal status in the tier rankings. You're not even giving up as much by crossing over to Charlatan as you would if you were a normal caster. A solid choice in my book.

Jester DragComp1 - Similar to Bards in most cases. I like the class, and it fits well with the style and theme of the Charlatan, but its just not that good. It doesn't even have access to Glibness.

Mountebank DragComp1 - Like a more social Warlock this has Charlatan written all over it. If it weren't for the fact that Beguiling Stare, like most of the rest of its class abilities, was based on half your Mountebank level i'd jump on this a lot more often. As it is its thematically strong but weak design wise. Still...kinda fun.

NobleDragonlance - Another interesting choice. Charisma based, all the right skills, and abilities that are quite useful in a social setting. Not amazing but a fun choice if you like playing someone of a higher social class than the average adventurer. Basically a PC version of the NPC Aristocrat class.

              Additional Prestige Classes

Mountebank CS- Adding your Int mod to your Bluff checks helps Mountebank make the list. It requires a fairly useless feat however which sours it for a lot of people. Less useful for changelings since they've already got a much more useful version of Alter Self. The Sneak Attack progression is nice, slippery mind is decent, and the tenth level ability allows you to escape if you find youself in a jam. Not an ideal Prc but appropriate for a Charlatan.

Master of Masks CS - Also useful and very appropriate for a Charlatan. The Archmage and High Priest masks are especially tempting as they offer you some SLAs to wow people with. Also offers 4/10 casting progression for any casting levels you may or may not have.

Exemplar CV - You should be able to waltz right into this Prc once you've completed Charlatan(this is assuming you entered after five levels of a base class or some such). It offers a few interesting bonuses but what you want is at first level. +4 bonus to bluff and the ability to take a ten on a small number of skills. Nice if you haven't taken the Changeling Rogue sub levels.

Spymaster CV- Not too hard to get into but many of its abilities are either copies/similar to something you've already got...only so so.

Chameleon RoD - Paydirt. A favorite of the CO community the Chameleon is an awesome choice for a Charlatan. Allows you to make your act all the more convincing. And if you get found out you can do something like this..."*sigh* No that would be my brother you're seeking. Yes he's an accomplished mage. No i'm a humble (insert class here) and I can prove it." Works best as a changeling but also excellent as a human.

Cabinet Trickster RoE - Another fun choice for a Changeling. Not as cool as a Chameleon imo but a great choice if you're going spy.

Mindbender CA - If you chose to take a starting class that had arcane casting with access to Charm Person this Prc is a fun one level dip for the 100 foot telepathy. Take it at sixth level and grab the Mindsight feat before jumping into Charlatan. If it weren't for the requirement for Arcane caster level five you might even be able to get into this class via Charlatan itself.

More to come...

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Handbooks / Re: The Charlatan Handbook (Shigure)
« on: February 04, 2013, 04:39:49 PM »
              Attributes
  • Strength: You're not supposed to be in combat...you're a "mage" and party face for peets sake. This is a dump stat.
  • Dexterity: If you plan on using Distracting Dispel or using any of your other class features to defuse the situation before combat can get started you'd better at least have a positive stat here. Fair to moderate importance.
  • Constitution: Like anyone you enjoy a positive Con mod. Since you've probably been a d4 or d6 all your life prior to this class you'll appreciate it even more.
  • Intelligence: Your second most important attribute. You're a skill monkey so Int is obvious. You're also a conniving SoB which also requires intelligence. You try pulling this off without a decent Int with me as your DM and you'll be laughed out of the building.
  • Wisdom: You've already got a decent Will save. I wouldn't call this a dump stat but you certainly don't want it low.
  • Charisma: Your #1 Stat. Max this sucker out.
              Suggested Races

You're looking for a race with good Charisma and Intelligence obviously...or at least something that doesn't take a hit to either of those stats. CO people tend to like small creatures too.

LA +0
  • Human: An obvious choice.
  • Gnome: This class is right up the Gnome's ally. Your SLAs will come in handy if you need to back up your claims with some actual magic. Gnomes also give you a free Con boost while taking a hit in a dump stat. Small too.
  • Half Elf: Some minor skill boosts but nothing really worth noting unless you choose to use the Half Elf Bard substitution levels. Even then its not amazing.
  • Gray Elf: Better than its PHB cousin but the Con hit still hurts.
  • Changeling: Simply Amazing. If you take the Rogue substitution levels it gets even better. Always take a 10 on Bluffs? Hells yes! My choice for best non LA adjusted race.
  • Lesser Drow: Not bad. Not bad. Politics in the Underdark.
  • Lesser Feytouched: Again not bad...but not ideal.
  • More Later...
LA +1
  • Death Touched: From Dragon 313. A +4 Cha and +2 Wis with a -2 to Con. Sure i'd take it even with the Con hit.
  • Chaos Gnome: Could be fun.
  • More Later...

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Handbooks / Re: The Charlatan Handbook (Shigure)
« on: February 04, 2013, 04:39:29 PM »
              Entry Requirements

Skills:

Bluff: 8 ranks
Knowledge (arcane) or (religion): 2 ranks
Perform(act): 4 ranks
Spellcraft: 2 ranks

Feats:

Skill Focus (Bluff)

Relatively easy to get into wouldn't you say?

              Charlatan Features
  • Moderate BAB
  • Good Will Saves
  • 6+(Int mod) Skill Points
  • No proficiencies with weapons or armors
  • Full of EX abilities that emulate spells
Average to poor for a skill oriented Prc.

              Class Abilities

False Reputation (ex): Basically you start spreading a load of Bull about your prowess as a mage. Knowledge, Gather Info, and Bardic Knowledge pick up on these lies and, unless they score 10 or more above the appropriate DCs, they'll believe it.

Pretender (ex): A class level circumstance bonus to Disguise checks to impersonate a mage(arcane or divine).

Tricks of the Trade (ex): Through the use of some handy dandy alchemical items, such as Flash Paper and Smoke Powder, you can emulate Burning Hands and Flare at 1st level and Glitterdust, Obscuring Mist, and Pyrotechnics at 3rd level. These are NOT actual spells so they bypass SR and work just fine in Anti-magic fields and such. Saves are still required however and considering your caster level is your Charlatan level they won't be extremely high. You can use them 1+(Charlatan level)+(Cha mod) per day. Still its kinda fun to watch the BBEG stare in shock as you appear to bypass his AMF trap.

(All this and you're only now moving on to level two.)

Feigned Casting (ex): You can pretend to cast any spell that doesn't contain a visual manifestation (no Fireballs but something like Mind Blank is ok) via a Bluff check opposed by Sense Motive or Spellcraft. Opponents get bonuses if they can't see or hear you. The "spell" doesn't actually affect anyone but with a few helpful "volunteers" you can pull off a pretty decent bluff.

Fortune Teller's Eye (ex): With a minute of study and a Sense Motive you can figure out something about the target. Half its alignment, basic class abilities, even power level(based on class or cr). These tid bits can be used to "divine" something about the target. Could be used as a crowd pleaser at cocktail parties I guess.

Steal the Credit (ex): "Feel that earthquake last night? Yeah that was me." or "My friend the fighter was under my control when he took down that arch-fiend the other day." are some samples of what one might proclaim when you've got this ability. Add a +4 circumstance bonus to bluff when you try to take credit for something you didn't have any part in. Make sure you read up on the daily happenings around town so your bluffs seem even more impressive.

(Starting to see where one could go with this? It only gets better now that you're moving on to level three.)

Fearsome Reputation (ex): "Do you know who I am?" You can draw on your reputation to scare opponents. As a full round action you can Bluff to make any who hear you shaken for 1d4 rounds. Save? What save? Its a Sense Motive to beat this little gem. If they manage to see through your Bluff they're immune for a week and the ability doesn't stack with itself but still...seriously...Do you KNOW who I am?!? Use in combination with Lesser Mind Trick or its Greater version.

Lesser Mind Trick (ex): Bluff casting one of these following spells on someone and, if they don't make the sense motive, it actually works! The list is short but sweet...Charm Person, Command, Scare (one creature only), or Tasha's Hideous Laughter. They're mind affecting and language dependant so that limits the targets. The spells themselves also tend to limit the kinds and power of targets available. If they make the check they're immune for a week. You get to use this ability a number of times per day as with Tricks of the Trade. Your caster level is your Charlatan level and any spell that would last more than one hour fizzles at the end of an hour.

(That was pretty cool huh? On to level four.)

Master of Lies (ex): You're so deeply sunk in your own Bull that divination spells only pick up on the Bull and get nothing on your real identity. There is some debate about whether this is a permanent effect or whether it can be turned on and off. I'm prone to believe it can be turned on and off. If it can't be playing a Changeling just got a little less interesting.

Fake Healing (ex): "By the power of Olidammara I command you sickeness...BEGONE!" Fake an Atonement, Remove Curse, or Remove Disease a number of times per day and with an ECL as stated above. They beleive they've been healed if they don't beat your bluff check for 1d4 hours. They still suffer all the effects but you've covered them in so much Bull that they can't tell the difference. "The heir of a major shipping company is on death's bed? Sure I can help...for a small fee. By the way when does the next ship out of town depart?"

Distracting Dispel (ex): You pull out all the stops on this one to fake a counterspell. You prep a counterspell action (only without the actual spell) and Bluff the caster (opposed by their Concentration check). If you beat them they lose the spell as if it had actually been counterspelled. You've got to be seen and heard by the caster for this to work and it only works once against a particular caster...but still. You can also disrupt and dispell an ongoing spell by bluffing (vs concentration).

(But wait...there's more!)

Greater Mind Trick (ex): As with Lesser Mind Trick only you get even better spells. Bestow Curse (non-physical feature effects), Crushing Despair (one creature only), Fear (one creature only), and Suggestion. Number of times per day, ECL, and length as Lesser Mind Trick.

Puppet Master (ex): As a full day's work you can pile on the Bull to change a whole cities feelings about someone. Spread rumors, form mobs, give speaches, etc. For each day's work you can shift a cities feelings one step up or down. The target can attempt to counter and make your check harder if they desire. The DC is also based on the population center's size. 15+5 per community size based on the DMG's list on page 137 so DC 20 for a thorp and 55 for a metropolis.

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Handbooks / The Charlatan PrC Handbook: or Pretending to be a God (Shigure)
« on: February 04, 2013, 04:38:58 PM »
The Charlatan Handbook



Index
- Entry Requirements
- Class Features/Abilities
- Attributes/Races
- Classes
- Feats/Skill Tricks
- Equipment
- Misc/Builds

With the "death" of 3/3.5 I have begun to wander further afield in my quest for interesting classes, prcs, feats, and spells to liven up my 3.5 games. Everything from Dragon Magazine to third party source books have been poured over... anything that's been printed by a semi-legitimate group pretty much...and i've happened upon some rather interesting finds. One of which is the Charlatan.

For those of you unfamiliar with the Prc it can be found in Dragon Magazine #335 on page 62.

About the Charlatan Prestige Class

As a Charlatan you are the ultimate con-man. It's difficult to impersonate a mage of any sort normally. Sure you can wave your hands about and mutter a bit of arcane mumbo-jumbo but if you don't have something solid to back up your little performance you won't get far...especially when confronted by an actual mage. Enter the Charlatan. With this class, and some clever role playing, you can impersonate an archmage and get away with it. Its all possible thanks to the use of everyone's favorite skill...Bluff.

A warning to you. This is a social class...not a combat class. It is ideal for a campaign that relies heavily on role play and downplays combat. Eberron, and Sharn in particular, are great settings for a Charlatan.

              The Use of this Guide

Black Text indicates a neutral choice.
Red Text indicates a very poor choice.
Teal Text indicates a good choice.
Navy Text indicates an excellent choice.

This handbook is by Shigure, I simply preserved his work here.

If anyone could help me resize the picture to a smaller size that would be great.

(click to show/hide)

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Handbooks / Re: The Fear Handbook (Caedrus)
« on: February 04, 2013, 12:16:49 PM »
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Handbooks / Re: The Fear Handbook (Caedrus)
« on: February 04, 2013, 12:16:26 PM »
              Builds

“I would like to introduce you to some friends.”

Just as a point of clarification, the builds below are not, to use an analogy, the complete cake, ready for consumption. It is a list of ingredients (classes), for which you must decide the order. What type of icing (optional feats, magic items, etc) you decide on is up to personal preference. All I can say is that, if you use these ingredients, you will have an edible cake.

Hannibal

“Hannibal has never been the same since the Demon, Siverex, was subsumed into Hannibal’s form. Still, for a man that struggles with evil every day, he has strong virtues.”

(click to show/hide)

Cromwell

“Cromwell is a good friend, if a touch enamoured with combat. You should not believe a word he says, even though his tongue be dripping with honeyed words.”

(click to show/hide)

Seldon

“Seldon has learned more about magic than any of us could aspire to; his magic transcends magic, and it ventures into the realm of the supernatural.”

(click to show/hide)


Adan

“Adan is a complex man. He is a telepath, a mind reader, and intensely insightful. He can make anyone fear him – even me.”

This build is very strongly based on my Dreamtwister build.

(click to show/hide)

Nadia

“I first met Nadia past the mists of Ravenloft. There is no single creature alive more able to create fear from the mists of illusion. Her creations are as beautiful as they are terrifying."

(click to show/hide)

Vernon ('Vern') Karache.

“There is more to Vern than meets the eye. He is magnificent, and terrifying.”

(click to show/hide)

Sonja

“And, finally, me.”

(click to show/hide)

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Handbooks / Re: The Fear Handbook (Caedrus)
« on: February 04, 2013, 12:16:14 PM »
              Spells

“Now, we reach an area in which I have some knowledge. The correct selection of spells will make your fear creation simple. Remember, always, that fear is a creature that must be nurtured – the right combination of feats and spells will make you terrifying.”

Aura of Terror
OK, so it’s a 6th level spell. It makes people frightened, and has an area of 30’ radius. So far, not too bad. Oh, and it’s verbal only, which can be handy. It only affects creatures of less than your caster level, which you’re going to boost, anyway, so that shouldn’t be a big problem. The spell gives you a frightful presence for one minute per level! The duration of one minute per level means 11 minutes of being affected by fear. But if you cast this spell when you already have a frightful presence, the radius increases by ten feet. And the DC is ramped up by 2, and it escalates the effect by one. This spell is officially more fun than filling your trousers with ferrets. If you can possibly find a way to get this all day, you should do so immediately. Failing that, always have it prepared. Because if you cast a fell frightening spell, with your frightful presence (i.e. Dreadful Wrath) enhanced by this, the enemy is panicked. Simple as that. No save. Nothing. Go start scribing this immediately.

Blade of Pain and Fear
Hmm. You need to make a touch attack, which causes damage. If the enemy gets hit, they have to make a Will Save or be frightened for 1d4 rounds. But, if you use a Dreadful Wrath, they are panicked for one minute. That’s nice. But, why not make it a Fell Frightening Blade of Pain and Fear? You hit them, they take damage, then they become shaken for one minute (no save), then they make a save (at -2, thanks to being shaken), and if they fail, then they are frightened. Another save, and they are panicked. For a minute. And if they make the save, hit them again. It’s a pity it’s an evocation. Still, all in all, it’s an excellent spell.

Cause Fear
Compare this spell to Doom. Cause Fear affects one target only – no change there. If the creature makes the save, it is still shaken – excellent – albeit for one round, only. But creatures of 6 HD or more are immune to the spell. So, the spells are tactically different. Use Doom if the target is greater than 5 HD, or if they are likely to fail their save. Otherwise, Doom them.

Doom
Well, this spell only affects one target. They get a save. It is divine, only. These things are bad. The following things are good: The fear effect can escalate. It lasts for one minute per level. It has a massive range (if you need it). Oh, and it is a first level spell. This spell has vast potential. If you’re a divine caster, you should take it if you have any interest in creating fear.

Dream Casting
A very strange spell. Unlimited Range makes it a very effective scry-and-die spell. If the enemy fails their Will Save, they are shaken when they see you. For 24 hours per level, which means a minimum of 11 days. Combine this spell with scrying for maximum effect. A great monster’s spell.

Eyebite
Quite the odd duck, this spell. It affects one living creature. It has a decent duration (a minimum of 11 rounds), but only affects one person (restrictive), only affects up to 9 HD enemies with the fear effect (restrictive), is evil (restrictive), and it is sixth level. Now, the only thing this spell has going for it is one, specific thing: it is not a mind-affecting fear spell. Very specifically, it is the power of evil which causes the effects. So, undead, oozes, etc – this one is for you.

Fear
This spell affects a 30’ cone, which is a great start, as it has tactical use it shepherding people into a direction. It offers a save. Failure means panicking / cowering, and success means they are shaken. This is an excellent spell, as it is tactically strong, and has an effect regardless of the save. The duration of one round per level means at least seven rounds, which is a good place to start.

Haunting Tune
Well, it affects one creature level. A decent start. It has a long range, and Will negates. Fairly neutral there. But it escalates, and makes the enemy shaken for ten minutes per level. A minimum of seventy minutes? Four hundred and twenty rounds? That’s more than enough time to coup de grace anything, really. Combine with escalating effects, and use this spell as your duration extender. Oh, it’s an enchantment, so use it with abilities that crank up the DC of enchantment. Bards get lots of those.

Imperious Glare
Another 6th level spell – there are so many fear effects at this level! Well, it affects one creature per level, so 11+ creatures. The range is a minimum of 50’, which is adequate. Oh, and the DC for the Will Save is either the standard value, or the save DC for your frightful presence ability. So, is this spell any good? The answer is a staggering yes, because it doesn’t make enemies panic; it makes them cower. Don’t bother cutting off escape methods, this spell does it all. Go and buy a scroll of this spell immediately.

Night’s Caress
A 5th level spell with a range of touch. This spell causes 1d6+2 points of Constitution damage, and 1d6 points of (untyped) damage – and a Fortitude save only negates the Constitution loss. Sounds good – like a fireball, but no save, and no energy resistance. But what’s it doing here, in the Fear Handbook? Well, if you touch an undead with it, they flee, as if panicked for 1d4 rounds, +1 round per caster level. An interesting, multi-purpose spell. The only problem is that touch range. I suggest the Reach Spell feat if you want to scare some undead.

Opalescent Glare
Well, a rarity here. A [Good] [Death] spell. It is sixth level, allows a Will Save, and affects creatures within 60’ as a gaze attack. If they are 5 Hit Dice or less and make their save, they are affected as though by a fear spell (that’s a panic effect, folks), for 2d10 minutes. An average of 11 minutes of panicking / cowering? If you can’t kill 5 HD creatures in eleven minutes, you need more than fear. Of course, if the enemy fail their save, they just die. Anyone of greater than 5HD are panicked if they fail their save. So, for pure hilarity, surround an army and then go nuts with this spell.

Phantasmal Killer
Twin saves mean a staggeringly low chance of affecting your target. It only affects one creature. And, at the end of the day, it isn’t a fear spell, it’s a damage spell. Give this one a miss.

Rebuke
A 2nd level spell that affects one creature, lasts one round per level, has a close range, and makes the enemy shaken. All very normal fare for a fear spell, except for one thing. Follow my logic, if you will. If you fail the spell, you also become dazed. Since you are dazed, you may not take any actions. Since you can take no actions, you cannot move and are prevented from fleeing. Panicked creatures cower if they’re prevented from fleeing. Therefore, if you have a frightened enemy, and then you hit them with a successful Rebuke, they get dazed for one round, stopped from fleeing, and then they are cowering for the duration of what made them frightened in the first place. I would like to say that if your DM punches you in the trachea for doing this, I am not responsible.

Rebuke, Greater
A 4th level spell, as the name implies, it is a better version of Rebuke. It affects one creature, lasts one round per level, has a close range, and makes the enemy cower for 1d4 rounds. Use this after a nice, long duration escalating effect and you’re free for all sorts of shenanigans.

Scare
This spell has a long range, affects one creature per three levels, but instead of panicking / cowering an enemy, it makes them frightened, albeit for one round per level, if they fail their save. Not too bad for affecting multiple targets, but there are better spells.

Spiritwall
So, you have a 5th level spell that can create a hemisphere of one foot radius per level, so a minimum of nine feet. You can also create a wall, which should be able to be curved (the picture shows it curved, but you might want to check with your DM – read some of the other Wall spells for inspiration) covering one 10’ square per level. Now, every creature within 60’ of the ‘frightening side’ must make a Will Save or be frightened for 1d4 rounds. If you touch the wall, you lose 1d10 hit points, and must make a Fortitude save or lose a level. It provides cover, total concealment, and blocks line of effect. Very interesting. Now, since it causes damage, you can make a Fell Frightening Spiritwall, which will automatically escalate the fear to panicking. But, since the wall causes damage, it represents a danger. A panicking creature must flee from all other dangers that confront them rather than facing those dangers. Panicked creatures cower if they’re prevented from fleeing. End result: A Fell Frightening Spirit Wall which surrounds an enemy forces a Will Save. If the enemy fail, they cower for one minute. Great stuff.

Symbol of Fear
This spell is expensive (1000 gp), but has the potential to affect a lot of enemies; of course, by the time your enemies are competitive with a someone casting 6th level spells, their saves might be sky-high as well. The main fault with Symbol of Fear, however, is this: fear, by itself, does no damage; unless an enemy is present to take advantage of the fear of the targets, the spell is for nought. Still, the panicked status is nice. Essentially, if used tactically well, it is a brilliant spell; if used poorly, it is a distraction.

Wail of Doom (Complete Adventurer)
A 5th level bard spell. It causes damage (1d4 per caster level), which means you can make a Fell-Frightening Wail of Doom. It makes enemies panic for one round per caster level, or shaken (frightened with Fell Frightening) if they make their Will Save. Not bad, but a bit high in level.

Weird
As a level 9 spell, you would expect it to be fantastic. But it isn’t. The unlimited number of targets sees very little common use; the fact that it is still a twin-save spell, at this level, makes it fairly useless.

              Synergistic Spells

“Remember: The correct environment will make fear inevitable; An Invisible, Fell Frightening, Fell Weakening Kelgore’s Grave Mist will make an enemy fatigued, weakened and frozen. They will be terrified, unable to escape, and not even sure why.”

Bane
This spell applies -1 penalty on saves vs. Fear, to all enemies that fail a Will Save. This spell has tactical use against crowds, only. Otherwise, the value of -1 to saves isn’t worth the spell level, even if it is level 1.

Mind Fog
Let’s get the paradox out of the way: If you can get an enemy to fail their Will Save, their Will Saves for the next 2d6+ rounds will be at -10. This is awesome; but, you have to get them to fall victim. Invisible Spell (Cityscape) is an option.

Evard’s Black Tentacles
A movement-restriction spell that inflicts damage. Excellent for a Fell-Frightening effect, since the enemy can’t run, so they cower if panicked.

Forcecage
If they can’t teleport, they cower if panicked, since there’s no easy escape from that thing.

Kelgore’s Grave Mist (PHB II)
1d6 cold damage (enables Fell Frightening), the chance of fatiguing, and then a chance of shaking everyone in the area with Fell Frightening. Nice!

Magic Missile
An old favourite. Simply put, this is a delivery system for the Fell Frightening feat. At 9th caster level, you are getting 5 enemies that are shaken, with a third level spell. Add in Dreadful Wrath, and it’s time for hilarity.

Love’s Lament (SpC)
A bard spell that strips 1d6 points of Wisdom (lowering Will Saves), and nauseates (potentially hindering movement) are two excellent synergies with fear effects.

Touch of Idiocy
Anything that lowers saves is good, and it is also a nice setup into the devastating Ray of Stupidity.

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