Author Topic: A character I probably won't get to play  (Read 31478 times)


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Re: A character I probably won't get to play
« Reply #90 on: July 04, 2017, 03:54:57 pm »
Well, my friends warned me it would be complex, but I am going to try to make a kineticist, Pathfinder's answer to the warlock.

Since it is a "Try to grok the character" build, I will refrain from using too many books for it - so I will use traits from the advanced players' guide (because *everybody* uses those these days in Pathfinder games) but otherwise stick to the core and occult adventures.

So one thing one does with the character is pick a primary element.  In occult adventures that means Earth, Air, Fire, Water or Heart (no wait, that is Captain Planet) I mean Aether, the element of telekinesis.  Interestingly, Earth has nothing to do with acid in this class's abilities, which is a departure from the standard.  Also, there is no "Sonic" equivalent - at least not yet.

Now there is a provision later (7th or 15th level) to branch out a bit into more than one element, but I think I will try Earth all the way, and see what that gets me.  That means that when I pick wild talents I choose from either the Earth list or the Universal list.

So, a geokineticist.  Race, dwarf (they get a bonus with overflow damage as their favoured class ability and a con bonus which is good for this class, and besides, dwarf and earth go together like cookies and milk).  Also, a dwarf can use a battle axe at 1st level so I don' t need kinetic blade at 1st, even if things get suddenly melee on me.

The main feature of this character is an "Earth Blast", a basic blast that goes 30 feet as a ranged attack (this is a physical attack - if I had chosen an element with an energy attack I would be doing touch attacks but for less damage).  Con bonus is added to the damage.  So some obvious feats would be point blank shot and precise shot, and toughness isn't a bad idea either (there is something called burn, related to non-lethal damage that can't be removed, so more hp is good).

Now the basic blast can be modified according to four things: form infusions (maximum 1), substance infusions (maximum 1), and at higher level, element composition (the blast can become a metal blast at level 7 for more damage) and metakinesis (basically adding the equivalent of metamagic feats - for example, empower blast at level 5).  All of these cost "burn" and every point of burn makes me take my level in nonlethal damage, with no possibility of healing until I rest.  How much burn I could take per round is limited (so maximum 1 per round at level 1) and how much I can carry around during the day is also limited (con bonus  + 3).  At low levels, it would be good to avoid burn.

Fortunately, there are ways to avoid burn: at level 1 you can spend actions (move or full round) to "gather" the power which will help if one blasts by the end of one's next turn.  At higher levels, one can get a "burn discount" on infusion costs, and at much higher levels a slight discount on element composition costs and on metakinesis costs.  So, I suspect that this is the complicated part. 

In addition to blasts, there are other ways to get burn (such as using a "souped up" version of certain utility or defence powers).  Until 6th level, one would just suck up the burn, but after that one can take burn beforehand to store energy in a buffer that one could draw on later to reduce the burn costs of blasts or of utility or defence powers).

All of these (infusions and utility powers and so forth) are called wild talents.  They make the class more interesting.  Roughly speaking, you get an infusion every odd level and a utility power every even level (well I get a sort of mage hand with earth thing at 1st level).  At 7th and 15th levels I would not get an infusion if I were branching out from Earth into another element, but I am, so no worries.  After I get pb shot, precise shot and toughness, I will continually take "extra wild talent" as a feat to get more infusions and utility powers. 

All of these powers have levels, like spell levels.  Except for 1st powers, which I could always take, I can only take a talent if my class level is at least double the talent's level.  With the feat, it is even worse, as I can only use that feat to take a talent that is two talent levels lower than the highest talent level I have (this is where branching out would have been better, but oh well).

Ok, so LG dwarf, god Torag, traits: Courageous and Birthmark.  Taken together they give me a poor person's version of iron will, and will is this class's bad save. 

There is a "trade talents for other talents" function similar to how sorcerers do that for spells, but I will ignore it - I think it is better for those who branch out, as you can only get a talent of equal or lower level for what you trade away.

Oh, I should mention that overflow - it gives bonuses to attack, damage, and physical stats based on how much burn one has taken.  Dwarves get more of a damage bonus when overflow is on.  It is nice, but too much burn means I would go unconscious that much sooner.

Omnikinesis is a capstone power: for a burn, I could blast any element and trade out my earth powers for other element's powers for 24 hours.  But it is at 20th level, and it is complicated enough to keep track of the earth powers, so I will ignore that too.

Oh, I will say that class skills are sweet!  They include Acrobatics, Perception, Stealth, and Use Magic Device.  My element adds Climb and Knowledge (Dungeoneering) to that.  4 skill points/level.

Talents and Feats:

1: Point Blank Shot
1: Extended Range (for 1 burn shoot 120' - form infusion)
2: Defense: Earth to Stone (free Dr/adamantine = 1/2 level, can pump up with burn)
2: Earth Walk (always on - ignore difficult earth/stone/rubble terrain, harder to be moved if overflow on)
3: Precise Shot
3: Kinetic Blade (makes melee weapon out of blast - a little less damage (no overflow or con bonus) and no Aoos, I can coup de grace with it - 1 burn form infusion)
4: Earth Climb (hey a climb speed!)
5: Toughness
5: Entangling Infusion (a 2 burn substance infusion - if you hit someone twice with it, then  they are stuck to the floor!)
6: Tremorsense (poor people's detect invisible - either free but doesn't last, or 1 burn for a decent duration).
7: Composite blast: Metal (more damage, needed for some substance infusions, but costs 2 burn!)
7: Rare Metal Blast (change blast to any metal type to beat any material DR!  You already have a choice of bludgeoning, piercing or slashing (you had that with Earth blast too)- only alignment or mythic DR can cause problems now).  Substance infusion, 2 burn and must be metal.
7: Kinetic cover (from WT feat - makes a flimsy cover but nice if you have time to set these up).
8: Shift Earth (move 5' block of earth or unworked stone - Bob the Builder would kill for this ability).
9: Magnetic Blast (if you hit, then everyone using metal weapons or blasts gets +4 to hit victim until the end of next round!)  Substance infusion, 2 burn and must be metal.
9: feat - Skilled Kineticist (get bonuses to climb and know (dungeoneering) and can use later to identify earth elementals (though they are pretty easy to spot anyhow).
10: Earth Glide (burrow like an Earth elemental!  But I have to hold my breath for it, so not for too long at a time).
11: Wall (not solid but provides cover to those you put the wall on, as well as those trying to cross the wall).  Form infusion, 3 burn).
11: feat - Impale (a 30' line and if you keep penetrating the line keeps going up to the end.  Might go through some objects too).  Form infusion, 2 burn.
12: Ride the Blast (you get to travel to next to your blast's target!  Nice way to cross a battlefield).  Free, too.
13: Deadly Earth (area effect, but victims have to be standing on earth or stone (or if you use the composite blast, on metal).  Form infusion, 4 burn.
13: feat - Skilled Kineticist, Greater.  Get a bonus to a class skill (perception, of course) and add knowledge (planes) to class skills.
14: Shift Earth, Greater: You can basically cast Move Earth at will.  Bob the Builder would love this even more!
15: Fragmentation - Hit one guy, and then those around him save for collateral damage.  Form infusion, 4 burn.
15: feat: Stone Sculptor - Get Stone Shape at will - Ok, I am Bob the Builder.  I accept this.
16: Reverse Shift - Get Ethereal Jaunt.  Limited duration but nice - closest I will get to a fly speed.
17: Grappling Infusion - Tentacles that grapple - substance infusion with burn 3, but since it must be used with wall or deadly earth, this one is expensive!
17: feat - Snake (can sneak around cover to hit enemies you cannot see - useful if you have a wall or kinetic cover up previously).  Form infusion, 2 burn.
18: Seismic Master - Earthquake at will.  Because after you become Bob the Builder you sometimes need to become Bob the Destroyer of Cities.
19: Extreme Range - can shoot blast 480'.  Works nicely with Ride the Blast.  Form infusion, burn 2.
19: feat - Enduring Earth (doubles the duration of my earth talents if they are longer than one round - so Reverse Shift, Wall, Deadly Earth, the souped up Tremor Sense, Entangling infusion and maybe Magnetic Infusion (I think that going from "middle of your turn" to "end of your next turn" could count as more than one round, but others might not agree).
19: Choose on metakinesis power to get a 1 point discount.  If I choose the cheapest  (Empower) then it is free on all of my blasts, so yeah, why not?.  Especially since per the errata the empower modifies the total damage so gives more than maximize.
20: Tremor sense, greater - basically commune with nature but only in natural underground settings, and you can't detect woodland creatures or powerful unnatural creatures. Very situational, but it is thematic and frankly I am running out of things to take (anyhow, I get Omnikinesis at this level to technically I have access to all talents of all elements).  Since it is at will, I could see uses for it.

So how complicated is this character at 20th level?  Well, when blasting (assuming I don't use Omnikinesis) I need to choose Earth of Metal (the latter costs 1 burn with the discount), a form infusion and substance infusion (luckily my infusion discount is up to 6, so only Grappling Deadly Earth costs 1 burn), and how much metakinesis to put in (while empower is free, I could pay 2, 3 or 4 burn for maximize, quicken or double blasts - these call all be used together but the burn cost would be prohibitive).  I have a buffer of up to 3, but can only access that 1/talent.  Mainly I would gather power (move action 2, full round action 3, can do both for 5 if there is time).  I could accept up to 6 burn per round (+1 from the buffer) so that is a limit.  My total burn I could accept is still 3 + con bonus.  If I want to fill my buffer later, and want the maximum overflow bonus, I probably want a con of at least 24 (easily doable by level 20).  A high dex would be good too, as I want to actually hit opponents with non-area blasts.

I think the key is to see how far the discounts don't get you, even at level 20: Metal costs 1 burn, Maximize costs 2 burn, Quicken costs 3, and double blast costs 4.  Grappling Deadly Earth costs 1.  The buffer might mitigate the total cost by 1 but I can only do that 3 times before the buffer empties.  So if I want to use this stuff, I need to spend actions to gather power.  If my buffer is empty and I don't have time to gather power, however, I could still do empowered earth blasts (grappling wall or entangling with any form infusion) all days long.  That said, metal is great for damage so I would probably be at least using move actions to gather power for metal blasts once the buffer runs out).  And of course, most of the non-blast talents are free (I think tremor sense costs if I want duration, and flesh of stone could be increased for burn).
« Last Edit: July 17, 2017, 10:31:31 am by Particle_Man »
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Re: A character I probably won't get to play
« Reply #91 on: July 07, 2017, 02:00:31 pm »
I guess I should add some thoughts on what I didn't take and why:

Weapon Finesse would be a good feat, but I don't see the character as a primary or even secondary melee character so much as an emergency one.

Similarly, for that reason, I didn't take Kinetic Whip or Kinetic Form, for extra reach, although I could see a build going that way.

Not having any other defensive talents (since I didn't branch out of Earth), there is no good reason to take expanded defense.

Pushing infusion and Bowling infusion both are ok, but there were better options, especially as a medium BAB into my CMB makes it harder and harder for them to work.

Jagged flesh is far too situational, and I don't think I like the aesthetics.

Earth Meld (from Ultimate Intrigue) was outside of the books I wanted to look at for a first pass at the class.  Also, it duplicates a spell that makes its user vulnerable to multiple "Save or Die" spells that are only "Save or Die" because one is using Earth Meld.  I've been there with an illusionist using phantasmal killer a lot and getting it bounced back on me via a helm of intellect - I see no need to repeat the experience.

Draining Infusion and Elemental Grip are very narrow in their target group.

Kinetic Fist is far too low on damage and requires a feat to boot.  Flurry of blasts is also too low on damage.

Mobile Blast and Spark of Life both pretty much require a "move action tax" to be useful.  But you are already likely using move actions to gather power.  That said, there is a neat synergy between these and draining infusion if one wants a permanent mobile blast hanging around (but they are noisy!).

The one feat I almost bent on taking was Iron Will, since will is the low save for this class.  Hopefully the traits and being a dwarf (good save bonus plus wis stat bonus) compensate for not taking that feat.
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Re: A character I probably won't get to play
« Reply #92 on: August 10, 2017, 11:22:05 pm »
Not sure if I will play this one, but probably not.  Anyhow for Pathfinder - a bard with the archaeologist archetype, taking fate's favoured as a trait to boost the luck.  Also halfling race with the adaptive luck and swift footed switch outs.  After 5 levels, go into the assassin prestige class.  So very little sneak attack, but a better chance to hit with the death attack.  Btw, take the undetectable alignment spell at bard level 1 and cast it every single morning - not sense in advertising one's evil nature to the world, is there?

For feats, well weapon finesse is likely to be useful, and lingering performance helps stretch out the archaeologist abilities.  Go unnoticed is great for assassins that go invisible quickly (another bard spell - two actually with vanish and invisibility at spell levels 1 and 2).  Maybe eventually go for the childlike and pass for human feats too.  Arcane Strike might be ok after lingering performance, as it is a free +1/+2 damage for 2 out of 3 rounds, but there are probably better feats.

Anyhow, just an idea.  I'm not sure I want to play an evil character so it may never happen.
« Last Edit: August 11, 2017, 09:38:29 pm by Particle_Man »
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Re: A character I probably won't get to play
« Reply #93 on: June 09, 2018, 02:45:24 pm »
I miss 3.5 D&D. I am in a Pathfinder campaign right now and it is close but they don't have things like the Crusader from Tome of Battle: The Book of Nine Swords and they don't allow 3rd party products that mimick the same.

So as some kind of outlet, here we are:

"The White Raven"

LG Elf Crusader 10/Eternal Blade 10

Feats: 1. Extra Granted Maneuver, 3. White Raven Defense 6. Clarion Commander, 9. Weapon Focus (longsword probably - it is traditional for the elves and the white raven discipline), 12 - Martial Stance (Aura of Perfect Order), 15 Martial Stance (Immortal Fortitude), 18 - Leadership (usually a bit cheesy but at this level the full casters are rewriting reality so I don't feel guilty - besides, it makes sense for an Eternal Blade trying to restart the lost order).

Skills: Intimidate and Diplomacy at max. Spot, Listen and Search are nice to get, even as cross-class skills.

Maneuvres: Initially Crusader's Strike (swap out at 6th), Vanguard Strike, Stone Bones (swap out at 4th), Douse the Flames (swap out at 8th), Leading the Attack (swap out at 10th). 3: Tactical Strike. 4: Battle Leader's Charge. 5: White Raven Tactics. 6: Lion's Roar. 7: White Raven Strike. 8: Covering Strike. 9: Flanking Maneuver. 10: Radiant Charge. 11: Order Forged from Chaos. 13: Swarming Assault. 15: White Raven Hammer. 17: War Master's Charge. 19: Clarion Call.

(can get pretty good maneuvres through Eternal Blade's Eternal Training: Rallying Strike, Shield Counter, Diamond Defense and Strike of Righteous Vitality, for example).

Stances: 1: Leading the Charge, 2: Bolstering Voice, 8: Tactics of the Wolf, 15: Swarm Tactics (plus two from feats).

So, except for a necessary Stone Dragon maneuver at 1st (because there is nothing else to legally take) and a few Devoted Spirit Maneuvers (to meet prerequisites, and because I like certain stances), this is a White Raven build - probably works best with a large party that has lots of melee characters (warrior and rogue types). Another way to do "bard" I guess.
« Last Edit: June 09, 2018, 02:57:29 pm by Particle_Man »
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Re: A character I probably won't get to play
« Reply #94 on: August 21, 2018, 11:48:21 am »
I was giving someone else advice on a character they could play in Pathfinder and then realized "Hey wait a second, that would be cool for *me* to play!" so here is the advice I gave (they wanted a character that could be a dex warrior type and kobold was one of the races they would consider playing):

"You might want to try the kobold. They are flexible. I would suggest an unchained rogue, as you get weapon finesse for free and also can add dex to the damage of a finesse weapon.

So you could go unchained rogue 3/fighter 4 (for weapon specialization in your finesse weapon, likely a rapier). Then go for the duellist prestige class. So you would need the feats dodge and mobility for that.

Maybe: level 1Rogue (dodge), level 3 Rogue (mobility), level 4 fighter 1 (w. focus rapier), level 5 fighter 2 (improved initiative), draconic aspect, level 7 fighter 4 (w. spec rapier), draconic glide, then at 9th take draconic breath and at 11th take draconic paragon (hey, you can fly!).   Making favoured class fighter helps with sneak attack damage.

After that you could take critical focus at 13th, tiring critical at 15th and exhausting critical at 17th. Then maybe improved critical at 19th if you don't have a keen rapier by then (if you do, merciless precision might be nice if allowed by the DM; Wind stance would also be nice for when you are flying). Your class levels at 18th to 20th could be whatever you wish; I don't know how high level you are going to go.

There are class archetypes you can take for fighter and unchained rogue, and racial modifications you can make to the kobold but you may want to keep it simple for your first go round. But that said, weapon master for fighter is a solid choice and gliding for kobold is thematic. Whether you take an archetype for rogue depends on how much you like trapfinding, I guess.

This build needs dexterity and intelligence (both to use duellist abilities and to speak common). You might want to shore up con too as the kobold hurts in that department.

You could modify yourself after the heroic and noble kobold Yokyok that tried (and of course failed) to take out Belkar and avenge his father.

Edit: If you make it that far levels 18 to 20 could be shadowdancer after you finish the ten levels of duellist.

What else, traits could be killer and blood of dragons (bonus vs sleep and paralysis stacks with that gains from kobold feats). Bleeding critical is a nice rogue talent at first (although pressure points (a ninja trick that rogues can use as a talent) might be more thematic).. After that there is one that lets your buddy get an attack when you miss. Assault leader, that was it.  Actually now that I think about it, maybe Assault Leader at level 2 and Pressure Points at level 20 (levels 17 - 20 are when you start using the Duelist strength/dex damage anyhow)."  On the other hand, Multitalented might complement Assault Leader nicely.
« Last Edit: August 24, 2018, 08:08:55 pm by Particle_Man »
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Re: A character I probably won't get to play
« Reply #95 on: August 28, 2018, 09:27:00 pm »
Pathfinder Paladins are fun.  Pathfinder Antipaladins are cartoonishly stupid.  I canít imagine playing the standard model.  Thank goodness (evilness?) for archetypes.

First, there is the Tyrant archetype from Pathfinder Intrigue.  This one is nice because, first, it switches alignment from Chaotic Evil to Lawful Evil, which is much more cohesive for most groups.  Second, the Tyrant is allowed to do actions that seem to be good, so long as they ultimately serve the Tyrantís ends (to gain power over others).  As many adventurers are in it for money and power, and as one could often argue that doing heroic seeming actions are a great way to earn a reputation that one can later use to further oneís ends, this is an antipaladin that can work with most parties.  You also get the diplomacy skill.

There is still the problem of some of the antipaladin abilities.  Some of them are useful in combat, some might be useful otherwise (Detect Good is a useful way to find people that might help others, which is helpful to know at least).  Smite Good is unlikely to come up, though.

Enter a second archetype form Pathfinder Wilderness: Blight Myrmidon.  They replace Smite Good with Smite Nature (so animals, plants, vermin, elementals, fey, shifters, and those with levels in druid, ranger or hunter).  This works against any alignment (handy since most animals, plants and vermin are neutral).  I can work with that.

Now there is a slight complication as both archetypes replace the second choice of the divine bond (critter buddy) which is a no-no when one combines archetypes.  However, so long as I choose the first option of the divine bond (awesome weapon boost) there is no conflict and so I could take both archetypes.

Now what to do with feats:  I see this character as a political animal, so I could actually see going for skill-boosters for things like bluff, diplomacy, intimidate and sense motive.  I imagine Leadership would be a good one to take at the end.  But to be honest I havenít fleshed that out that much yet.  I am just ruminating over an actually playable antipaladin at this point.

I could see this guy either worshipping Abadar (and going a bit *too* far with the whole "tame the wilderness and build cities!" schtick) or straight up following Asmodeus (the classic deal with the devil for power).

There are still some issues.  That evil aura is going to be very noticeable to those that detect such things, so a paladin/antipaladin party is unlikely, to say the least.  But I think this character could work with most parties, assuming they accept evil characters at all.  At least this one is not kicking puppies to bump up the evil meter, and can help old ladies across the street (if it would prove useful to one's final plans).

I just realized that this guy would be the kind of privileged jerk that would wear gold dragon hide armour. ďA gift from a relative; the dragon probably died of old age or something.  Hey, you don't seem to care about the cow when you ate roast beef yesterday!Ē
« Last Edit: February 02, 2019, 08:58:56 pm by Particle_Man »
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Re: A character I probably won't get to play
« Reply #96 on: September 21, 2018, 11:58:58 pm »
Going back to 3.5 and my beloved Tome of Battle: The Book of Nine Swords, I think there is some nice room for a low-power "rule of cool" ninja type.  So let's see where this goes:

Swordsage 1/Monk 2/Swordsage 2/Setting Sun Ninja 10/Swordsage 2/Paladin 3.  Human, LG.

Ok, what does this give one?  Well picking the right swordsage manoeuvres via class features and feats allows one to overcome one of the major problems with monks: How to move up to an opponent and flurry of attack them in the same round.  The monk bonus feats I would go for would be Stunning Fist and Deflect Arrows (the first one almost never works but it is great when it does; the second is just cool and my hands would be free anyhow).  SSN levels (aside from enabling some weird abilities) allow monk advancement so my unarmed damage goes up (and I get the two extra attacks a monk gets at 11th level).  The feat Ascetic Knight at level 18 allows the paladin levels to stack for unarmed damage (hey, why not!).  If I find a monk's belt it gets better too!  I don't get the 9th level manoeuvres, but for this character, I don't want the Big Strikes - I am more about the flurry.  Note: I can only use one Stance at a time, and the other manoeuvres are spend in combat like spells.

So feats:

H: Adaptive Style (all swordsages need this - I can spend a full round to get my Manoeuvres back and can change them around)
1: Extra Readied Manoeuvre (one more "spell prepared").
3: Martial Stance (Flame's Blessing) (I love fire resistance/immunity)
6: Martial Stance (Dance of the Spider) (hey spider climb!)
9: Martial Stance (Leap of the Dragon) (all jumps are running jumps and I get +10 feet on them!)
12: Martial  Study (Pouncing Charge) - I can charge and full attack if I spend this one.
15: Martial Study (Inferno Blade) - adds extra fire damage to my attacks the round I spend it.
18: Ascetic Knight

Stances (in addition to above feats):
1: Step of the Wind (ignore rough terrain - small bonus to those in it)
4: Child of Shadow (concealment when moving)
10: Step of the Dancing Moth (slow movement over water, lava, etc., slightly above ground)
17: Balance on the Sky (walk on air)

Manoeuvres (note: not all are available each combat, kinda like how a wizard uses a subset of spells in their book for what they know that day):

1: Wolf Fang Strike (only useful at 1st level, but hey, two attacks!)
1: Sudden Leap (jump as swift action - nice combo with flurry)
1: Counter Charge (ruin opponent's charge)
1: Burning Blade (fire damage on blows)
1: Distracting Ember (free flanker)
1: Shadow Blade Technique (useful at 1st - two tries on one attack and extra damage if both tries succeed)
4: Cloak of Deception (invisible for your turn)
5: Baffling Defense (sense motive as AC vs. an attack)
6: Feigned Opening (provoke Aoo, either you get one or your allies do (your party is your flurry this time!))
8: Shadow Garotte (ranged touch attack because I can't fly)
11: Mirrored Pursuit (enemy leaves, you follow)
14: Shadow Blink (50' teleport as swift action - need line of sight and effect, but wow!)
16: Raging Mongoose (2 extra attacks)
16: Girallon Windmill Flesh Rip (extra damage based on number of successful hits on the target that round)
17: One with Shadow (become incorporeal for one round).

So I start with only 5 available manoeuvres and that eventually increases to 9.  My BAB eventually gets to 14 (so not great but ok).  My saves are amazing.  This is not a powerhouse by any means but could be fun to play. 
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Re: A character I probably won't get to play
« Reply #97 on: January 17, 2019, 10:20:57 pm »
Still loving the Tome of Battle.  The Ruby Knight Vindicator is a very cool prestige class, but I want to get away from cleric for a while so let's use Paladin as a base:

I am thinking of a character that would be assigned to a Cleric of Wee Jas in a PC party, as servant and bodyguard. So I will avoid stepping on the cleric's toes with a Vindicator build that ends up with a cleric's 9th spell level slots in their own right. 

I will assume that there are long-standing legal agreements in place that exempt paladins of Wee Jas from obeying any orders from the clergy that would violate the paladin's oaths, and that a cleric of Wee Jas would know this. With that presumably well-known caveat in place, the character would be there to serve the cleric, protect her and her companions, follow her orders, and, of course, be cool. 

I am taking some "kewl powers" (Cute little fire elemental for flanking! Immunity to Fire! Budget teleportation! Awesomesauce saving throws!). I am also trying for a "lockdown on a budget" build.  This is trying to stop the bad guys from getting past me and hitting squishier party members.

So I guess part of what I am looking for is whether I have built the character legally, and understood how it works appropriately. And of course, I post this partly to bore you all by telling you about my character.   

Ok, here goes:

Human Paladin 1 - 4. Max out Know (religion), Intimidate, and (painfully) Hide (cross-class). Try for Diplomacy too if possible (I would love to be a polite servant, almost butler-level polite).

Feats: 1, H: Combat Reflexes, Stand Still. Try to get armour spikes and then a martial reach weapon of some sort. Brother, can you spare a potion of Enlarge Person? 3: Martial Study: Distracting Ember (I will name her Sparky) (Initiator level 1). Since I pick this up before getting a level in Crusader, it would only be used once per encounter. On the plus side, it would not take up a slot of the Crusader's readied manoeuvres. I would start buying a little Tumble if I can do so and still meet the prerequisites of the prestige class. It would only be useable when I am out of armour (town encounters, night encounters, etc.) but I have my reasons; see below.

Crusader 1 (at 5th). Initiator level 3. I would probably use only 2nd level Maneuvers here, avoiding the Shield one because I am going for that reach weapon which is likely two-handed. So, Foe Hammer, Mountain Hammer, Stone Vise, Battle Leader's Charge, and Tactical Strike, for Maneuvers, and Iron Guard's Glare for the stance (so a little lock-downish with the stance and Stone Vise). Again Tumble would be nice.

Ruby Knight Vindicator 1 - 10 (Character level 6th - 15; Initiator level 4 - 13). First Stance: Child of Shadow (nice default one when not in combat). Second Stance: Thicket of Blades (better late than never). Manoeuvres: Defensive Rebuke, Divine Surge, Shadow Stride, Crushing Vise, Ancient Mountain Hammer (I thought about Death in the Dark but that didn't seem really paladinesque, somehow). Keep up that Tumble!

Feats: 6: Extra Granted Maneuver (Crusader love!). 9: Extra Turning (RKV love!). 12: Robilar's Gambit (Lock-down love!). 15: Martial Stance: Flame's Blessing (see, those ranks in Tumble finally pay off, I can turn on fire resistance 20 and in one level I can turn on fire immunity if I chose this stance!).

Crusader 2 - 6 (Character level 16 - 20; Initiator level 14 - 18). Stance: Aura of Perfect Order (also a good default stance out of combat, if I don't mind being flashy). Manoeuvres: 17: White Raven Tactics, 18: White Raven Hammer (replace Foe Hammer), 19: Strike of Righteous Vitality, 20: Mountain Tombstone Strike (replace Stone Vise). Getting some armour that is enchanted to give bonuses to hide and move silently couldn't hurt.

Feat 18: Martial Study: Diamond Defense (+16 (and more later!) to a saving throw? Please and thank you!).

Paladin Spells: Bless Weapon, ???. I dunno. I am tempted to fill the spell slots with nothing but Bless Weapon, frankly. Wands would be nice too.

So I think I end up with Distracting Ember (1x/encounter) and then Moutain Tombstone Strike, Strike of Righteous Vitality, White Raven Hammer, White Raven Tactics, Diamond Defense, Crushing Vise and Shadow Stride as my 7 readied manoeuvres qua Crusader, although the other manoeuvres see use during the character's career.

Magic Items: No real firmed up ideas aside from my scattered thoughts above. I mean, I would not say no to a Holy Avenger.
« Last Edit: January 17, 2019, 10:52:28 pm by Particle_Man »
Game MASter that is comPLETEly unfair!


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Re: A character I probably won't get to play
« Reply #98 on: January 27, 2019, 11:53:41 pm »
Stepping away from my comfort zone a little, I thought of a spellcaster.  In particular an Arcane Hierophant (basically a wizard/druid).  If I go into it with three levels of wizard (with a bat familiar at first) and druid and two levels of mystic theurge, then 10 levels of AH, then two more levels of MT, I would be able to get 9th level wizard and druid spells at level 20.  I think a grey elf would be appropriate for this - they love nature and take the long view of things, and the int bonus doesn't hurt either.  So generously giving myself a 32 heroic point buy, I would start with str 6, dex 10, con 6, int 20, wis 18 and chr 8 character.  So not a front-line character.  I would not get wild shape until level 10 and thus take the natural spell feat at level 12, and it would be 5 levels behind (eventually 7 levels behind) that of a single-classed druid.  My animal companion would be similarly behind, but it would also gain familiar intelligence and abilities, which is a nice touch (I think I would get an owl, partially to avoid the temptation to buff my animal companion instead of my fellow pcs).  For feats, I figure I would get practiced spellcaster (druid) at level 1 (taking two levels of druid first, then wizard), then practiced spellcaster (wizard) at level 3 (oh and I would take the elf racial generalist wizard substitution level - no banned schools here!), and then use some feats from the Tome of Battle: Book of Nine Swords (it is not just for martials!).  At 6th level I could take Martial Study (Action Before Thought) so that I could as an immediate action substitute a Concentration check for a Reflex save once per encounter - with my bad save and low hp, that could be a lifesaver!).  At 15th level, I would similarly take Martial Study (Mind Over Body) to get the same substitution for a Fortitude Save.  At 18th level I would take Martial Stance: Hearing the Air to get Blindsense 30' and +5 listen (thus finally learning the "way of the bat" of my original familiar).  Since it would be my only stance, I could have it always on while conscious.  As for 9th level, I think that Magic of the Land would be thematically appropriate to indicate my arrival as an arcane hierophant.

So thematically this is a character that is a little like Merlin, but wimpier.  I can help buff others and do other such magical things, but I would need to stay in the back away from the fray with my low hp.  But that could fit some campaigns.  If there were other spellcasters I could take over the spells that they were unwilling to cast or help double up on spells they felt the party needed a lot of.  I don't think I would steal the spotlight of a pure caster as they would usually have access to higher level magic.

While I don't think that the pure power up is necessary if a DM allows for the domain wizard option I think the abjuration domain would be fitting.  Using magic as a natural protective force seems fitting.  And a bonus caster level to dispel magic can't hurt.  :)

Similarly, if flaws were allowed I could take both shaky and noncombatant in order to take natural bond and improved initiative as additional feats.  But I wouldn't worry about it if flaws were not allowed.

Hmm, the owl is practically its own character.  I guess the extra feats could be fly-by attack (for delivering touch spells), hover, and wingover (for cool flying).  Skills would be spot, listen and move silently, but given that the owl doesn't get int of 10 or 12 until much later, most of its career it will eek out a small number of skill points that probably are best spread between spot and listen (with a one-point favor to spot when they are not even).  On second thought maybe I would max out move silent and just run with it. Gotta keep the scout safe!

Now, what stalls this (aside from 3.5 not being in vogue these days - Pathfinder comes close but isn't quite the same) for me is that this is a lot of spell slots to keep track of!  That said, it is oddly less paperwork than a single-classed druid in one way - I rarely would drop a spell for Summon Nature's Ally as they would be so weak.  Similarly, I would not use a combat wildshape form, but more stealth forms, so that leaves out some stat blocks to write. 

I guess what got me on this kick was looking at a Master of Nine build and realizing that it could get complicated enough (20 maneuvers known with three base classes in there) that I might as well go full on spellcaster and be done with it.
« Last Edit: February 18, 2019, 09:41:44 am by Particle_Man »
Game MASter that is comPLETEly unfair!