Author Topic: [Discussion] Brute Squad discussion thread  (Read 71723 times)

Offline Concerned Ninja Citizen

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Re: [Discussion] Brute Squad discussion thread
« Reply #20 on: October 03, 2012, 01:27:06 PM »
Quote from: VennDygrem
I can't say I approve of the Ur-Priest idea, since that's really broken and likely to be banned outright by SirP. 6th level spells at level 6 is really not intended, I'm sure. Besides, you'd have about a CL of 6 if the stacking is allowed, or only 3 if not.

I don't really approve of it myself. I just stumbled across the idea while brainstorming and wanted to point it out, hopefully to get the loophole closed.

I wonder if you could do something fun but unbroken using other separate casting Prcs, though. Chameleon maybe?

Offline bobthe6th

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Re: [Discussion] Brute Squad discussion thread
« Reply #21 on: October 03, 2012, 01:29:22 PM »
or...  Myra could lose the improved multi grab and grab leadership.  then a fourth level cleric cohort to follow him around and buff the party...
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Offline VennDygrem

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Re: [Discussion] Brute Squad discussion thread
« Reply #22 on: October 03, 2012, 02:14:48 PM »
or...  Myra could lose the improved multi grab and grab leadership.  then a fourth level cleric cohort to follow him around and buff the party...

I'm VennDygrem, and I approve this message.

Alternate cohort idea: Artificer (though it's a lot more bookkeeping).

---edit---
Monster of Legend can add divine casting onto a monster class. There's a PrC for it in Oslecamo's revisions. :D

I'm VennDygrem, and I also approve this message.  :cool
« Last Edit: October 03, 2012, 02:17:11 PM by VennDygrem »

Offline bobthe6th

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Re: [Discussion] Brute Squad discussion thread
« Reply #23 on: October 03, 2012, 02:22:54 PM »
at the same time, that is a spell level behind, and feat expensive.  hell the basic feat isn't really worth it.  -10 is as bad as -20.  0 is much better...
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Offline zook1shoe

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Re: [Discussion] Brute Squad discussion thread
« Reply #24 on: October 03, 2012, 02:24:22 PM »
+1 leadership idea...

yeah -10 hurts a LOT at low levels

EDIT: they are BOTH good ideas, your choice :-p
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Offline bobthe6th

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Re: [Discussion] Brute Squad discussion thread
« Reply #25 on: October 03, 2012, 02:40:04 PM »
and I love how all the good feats are level 6... 

actualy, can we bank feats?  as in gain them later? 

cause I just noticed I can't put impirious comand at the level it is...  hell with it, ditching grabby abilaties, moving in comand and leadership.  just a note, Myra will be the most minonmancy character I can imagine...  summons, leadership, and undead. 

edit: added dodge at 3...  AC was just abysmal, and a +2 was welcome.  power attack didn't fit as the thing just needs to hit and intimidate, damage is secondary. 

now for minions...  I think 5 level 1 imps could be good.  use them as scouts, or spys?  other suggestions? 
as for chort, I think a 4th level cleric of the dark god could prove useful...
« Last Edit: October 03, 2012, 02:51:17 PM by bobthe6th »
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Offline zook1shoe

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Re: [Discussion] Brute Squad discussion thread
« Reply #26 on: October 03, 2012, 02:43:00 PM »
thats a good choice then.... requires more book-keeping, but will i think make us all more effective
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Offline VennDygrem

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Re: [Discussion] Brute Squad discussion thread
« Reply #27 on: October 03, 2012, 02:47:21 PM »
So long as the minions are there to complement the team, not replace us. :D
« Last Edit: October 03, 2012, 02:52:15 PM by VennDygrem »

Offline bobthe6th

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Re: [Discussion] Brute Squad discussion thread
« Reply #28 on: October 03, 2012, 02:58:33 PM »
well, as he has no real abilities to buff them, they will as a rule be cannon fodder or support.  I think imps could do this well, with the right mix of skills.  they would also be fun with the fact a pit fiend needs imps, just for flavors sake. 

heck, a few lemures with the innocent form feat would be cool speed bumps/trap testers.  so I think 3 first level limures and 2 first level imps? 
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Offline VennDygrem

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Re: [Discussion] Brute Squad discussion thread
« Reply #29 on: October 03, 2012, 03:06:07 PM »
The only problem for the Leadership feat with that is that your leadership score will decline rapidly with each dead minion.

Offline Sohala

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Re: [Discussion] Brute Squad discussion thread
« Reply #30 on: October 03, 2012, 03:13:30 PM »
It looks like only dead cohorts stack (-2 each), while dead followers only give a -1.
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Offline sirpercival

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Re: [Discussion] Brute Squad discussion thread
« Reply #31 on: October 03, 2012, 03:18:50 PM »
No banking feats, sorry :(
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Offline samnemath

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Re: [Discussion] Brute Squad discussion thread
« Reply #32 on: October 03, 2012, 03:23:44 PM »
Damn, I have no idea what to play. Thinking, maybe, spellshaping. I have 3 possibilities in mind (unless I see something shinier  :D). What do you think?

1)   Sublime Shaper with Brilliant Dawn and Astral Essence Circles as well as Devoted Spirit and White Raven disciplines. Focused on party buffing and support
   
2)   ImpulseMage + Darkened one. With Fleeting Image, Devouring Shadow and Glimmering Moon Circles. Also using Dreadful Wrath or Imperious Command (goes well with the 30ft reach from Shadow Tendril) along with the Curses given by Impulse Mage vcf. Focused on debuffing.

3)   Spellshot Marksman. Focused on, well, shooting things dead with bow.

Offline bobthe6th

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Re: [Discussion] Brute Squad discussion thread
« Reply #33 on: October 03, 2012, 03:45:40 PM »
reason lemures are the best...  regeneration 1, they will fall over but you have to make a point to kill them.  admittedly dropping one is as easy as sneezing on it, but at least they will survive. 
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Offline VennDygrem

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Re: [Discussion] Brute Squad discussion thread
« Reply #34 on: October 03, 2012, 04:07:07 PM »
I don't think we really need mooks like that in any case.

As for samnemath, I've considered that combination myself before. Though I also had the two levels of Oslecamo's Choker monster class, which not only grants two tentacle attacks with reach (and which synergize well with Darkened One), but grappling bonuses and an extra standard or move action every round; combined with impulse mage, you shouldn't run out of formulae even using two each round.

Also, if I were to go with the pseudonatural creature route, both characters would be thematically-linked. :D

Offline bobthe6th

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Re: [Discussion] Brute Squad discussion thread
« Reply #35 on: October 03, 2012, 04:17:55 PM »
heh, double imperious command.  Just lay on the fear, lay it on thick. 

and, well followers are as a rule fluff constructs.  What is a pit fiend without some lemures to boss around.  but if not weak devils, what do you sugest?  we already have a sweat shop, and a buffer marshal follower...
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Offline samnemath

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Re: [Discussion] Brute Squad discussion thread
« Reply #36 on: October 03, 2012, 04:21:00 PM »
I don't think we really need mooks like that in any case.

As for samnemath, I've considered that combination myself before. Though I also had the two levels of Oslecamo's Choker monster class, which not only grants two tentacle attacks with reach (and which synergize well with Darkened One), but grappling bonuses and an extra standard or move action every round; combined with impulse mage, you shouldn't run out of formulae even using two each round.

Also, if I were to go with the pseudonatural creature route, both characters would be thematically-linked. :D

Well it depends. It only gains +4 from improved grab but it loses 4 for being small. Also the quickness ability cannot be used with spells or powers. Do spell-like abilities count?

Offline bobthe6th

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Re: [Discussion] Brute Squad discussion thread
« Reply #37 on: October 03, 2012, 04:32:30 PM »
heck, anthropomorphic creature offers 2 tenticals for one level...  and gets more from there. 
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Offline sirpercival

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Re: [Discussion] Brute Squad discussion thread
« Reply #38 on: October 03, 2012, 04:35:40 PM »
I'm currently working on yet another new class, which may be of interest to some: the Warcrafter, which is a martial adept artificer.  Basically, instead of infusions, they'll get maneuvers from 4 disciplines: Impromptu Virge (spell trigger items), Twisted Vellum (spell completion items), Mystic Brew (potions & alchemical items), and Perplexing Essence (weapons, armor, and misc.).

Once the gitp boards are back online, I'll continue work on it, and it'll be ported over here soon.  It's still heavily a work in progress, but since I have someone else wanting to play one quite soon, it's very high priority.

EDIT: And, to plug more of my own work, if you want to play an intimidating grappler, you could take a look at Mawkin.
« Last Edit: October 03, 2012, 04:46:00 PM by sirpercival »
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Offline bobthe6th

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Re: [Discussion] Brute Squad discussion thread
« Reply #39 on: October 03, 2012, 04:47:48 PM »
love the link to the down GITTP site...
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