Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Sunday, March 27, 2011

Combat rogue - critique this build

The goal is to create a character with most of the benefits of a rogue (i.e. skills, evasion, sneak attack) which is still a formidable front-line combatant. My main strategy is to incorporate the sneak attack ability into combat without resorting to invisibility or other magic tricks to deny the opponent his DX bonus to AC. The best approach is to use the feint option. Since the improved feint feat only reduces feint from a standard action to a move action and there is no way currently available to reduce it to a swift action, the character is limited to a single attack per round, so that one attack better be a heavy hit. Here's what I've come up with.

Using a 20-point human build, I generated the following stats: ST 17 IN 14 DX 14 CN 12 WS 11 CH 10 including the +2 stat bonus on ST. I take my first level in rogue with toughness and power attack as my feats. He's going to need the hps since as a rogue, he's going to limited to light armour to use evasion. The power attack will come into play soon. My second level will be fighter. I will switch to great sword and take the furious focus feat. This allows me to enjoy the damage bonus of power attack without the attack penalty and since I'm using a two-handed weapon, the power attack is even more potent. So, already at second level, I'm pounding out 2d6+7+1d6 points on a sneak attack. I take another rogue level next, taking the iron will feat and using rogue talent (weapon training), I take weapon focus (great sword). My fourth level will be fighter again and I take combat expertise as my fighter bonus feat. I also bump up my ST to 18. By this level, my sneak attack damage is 2d6+9+1d6.

Over the next four levels, I continue to alternate rogue and fighter levels. I add improved feint, skill focus (bluff), weapon specialization and I use rogue talent (combat trick) to take the vital strike feat. By 8th level, my sneak attack damage is 2d6+17+2d6+2d6 (assuming a normal weapon). Now, of course, an 8th level fighter could probably do more damage on average and would almost certainly have a higher attack modifier, more hps and better AC, but this character has enough skill points to max out bluff, perception, stealth, climb, acrobatics, disable device and use magic device, and retains evasion and uncanny dodge. So, is it worth it? What could make it better?

-Rognar-

Tuesday, April 13, 2010

New classes

One fun thing about being the DM is that I get to try out various monsters and classes and throw them at my players and see how they do. Usually as a player I have to wait for my PC to die or for the next campaign to start to try out something new. I think one of the reasons we tend to go through adventure paths so fast is our short attention spans. There is always something new to try.

I've been evaluating the new Advanced players handbook classes and some of them really appeal to me. I was really looking forward to the Alchemist. What I got was something I have mixed emotions about. I think this is one of those character classes that does quite well at low levels but isn't really specialized enough at high levels to shine. I can also foresee problems when you are going through a dungeon and use up all of your bombs in the first fight or three leaving you with little else to do but buff a bit.

I have no interest in the cavalier. I'm not big on mounted combat since horses don't generally mix well with dungeons and although the class has some neat flavor it just doesn't appeal to me. At least so far.

The original version of the summoner was WOW. Insanely over powered but wow. Both the summoner and his pet were as tough as any other PC. It was like playing two wicked characters that have good synergy with each other. Of course the class got beat with the nerf, err I mean balance stick in the final preview. Now the class is something of a mixed bag. It is good a low levels, really shines between 6-12 (in fact I think my test summoner is going to give the party some serious hurt), but gets really weak by the high levels. The pet just doesn't have enough evolution points to do anything well and the summoner himself can really only summon and buff - but not nearly as well as a regular wizard who can do lots of other tricks as well. I can understand that they don't want the Eidolon to be better then a fighter and the summoner better then a wizard but both become rather meh 16+. Again, these are only test PCs I've built so maybe someone else can do better.

I had high hopes for the inquisitor but was left feeling a little empty. I have since created a couple test characters and I think that it might be a decent class after all. In fact for Kingmaker an Inquisitor will probably be my back-up character depending on the make-up of the rest of the party. The Inquisitor is a nice bland of ranger and cleric.

I don't like the oracle at all. I have to admit I was so turned off by the first release I have not spent much time looking at the second. Its basically the spontaneous casting version of the cleric. I'm not a huge fan of the sorcerer and I find that in general divine spells are even worse for this sort of things. How often do you have to cast the same buff in combat? I'm sure there is some awesomeness somewhere in this class but I just don't see it yet.

And then we have the witch. When I first read through this class I thought it was awful. A limited spell list of mostly buffs and debuffs and a bit of healing magic. Most hex powers had a range of Touch and were SLA so they provoked AoO. Yuck.
Now version two is much improved. Most hex powers have a range of 30' and they are now considered supernatural abilities so they don't provoke AoO. The abilities themselves can be quite nasty. Those of you that played Legacy of Fire probably remember the accursed Pugwuppis. The little critters had an aura of unluck forcing you to roll everything twice and take the worse result. Well the witch has a similar power and although it only effects one opponent at a time, I'm sure your allies will be grateful its not an aura. I've always liked debuffing the bad guys and doing crowd control on enemy hordes so I actually like the witches abilities and spell list.

Thursday, March 18, 2010

Nogra the ghoul assassin, remember him?

A pretty cool character from our D&D 3.5 days. I can't remember if he survived? Obiri, we had quite a battle, no?

Nogra - Evolved Ghoul Rogue/Lurking Terror 3/3 (8 HD)
Str:16 Dex:22 Int:14 Con:N/A Wis:14 Cha:18
HP:58 AC:25 (+6 Dex, +2 natural armour, +5 armour, +2 ring)
Spd:30ft.; Init:+10
Fort:+2 Ref:+10 Will:+9
BAB/Grapple:+5/+9

Feats: Weapon Finesse, Ability Focus (paralysis), Improved Initiative, Improved Turn Resistance

Skills: Move Silently +17, Hide +17, Spot +13, Climb +14, Jump +16, Balance +14, Use Magic Device +12, Tumble +16, Listen +9, Intimidate +9

Special Abilities: Darkvision 90ft, +2 natural armour, sneak attack +2d6, evasion, trap sense +1, fast healing 3, turn resistance +6, hide in plain sight, undead immunities

Attack: bite +11 melee (1d6+3+paralysis+disease/x2)
or punching dagger +13 melee (1d4+5/x3)

Special Attacks: paralysis (1d4+1 rds., Fort DC 23)
ghoul fever (1 day, 1d3 Con + 1d3 Dex, Fort DC 21)
haste (self only) 1/day 8th level caster

Items:
+3 leather armour
+2 ring of protection
+2 punching dagger
1 vial of dragon bile poison

I recall because of his undead immunity, he would envenom his bite attack by chewing on a sausage casing full of poison. This is the kind of character that's hard to build in Pathfinder. I'm not sure why they changed the rules for monster characters.

-Rognar-

Wednesday, October 07, 2009

Building my Pathfinder "Gish"

I am striving to build the perfect Pathfinder "gish" (fighter-mage) and I have concluded that a combination of sorcerer with an abyssal bloodline and eldritch knight PrC provides the most bang for the buck. The real question is when to switch to EK and forgo the remaining bloodline benefits of the sorcerer. Specifically, do I go for the 9th level bennies or not? Here is my build with two different advancement paths. Opinions are welcome.

1. sorcerer 1 - abyssal bloodline, eschew materials, toughness, arcane strike, claws (1d4), CL 1, BAB +0
2. sorcerer 2 - CL 2, BAB +1
3. sorcerer 3 - weapon focus (spear), electricity resistance 5, +2 save v. poison, bloodline spell (cause fear) CL 3, BAB +1
4. sorcerer 4 - CL 4, BAB +2
5. sorcerer 5 - craft magic arms and armour, claws (magic v. DR), bloodline spell (bull's strength), CL 5, BAB +2
6. sorcerer 5/fighter 1 - arcane armour training, CL 5, BAB +3
7. sorcerer 6/fighter 1 - combat casting, CL 6, BAB +4
8. sorcerer 7/fighter 1 - great fortitude, claws (1d6), bloodline spell (rage), CL 7, BAB +4

1st advancement path
9. sorcerer 8/fighter 1 - arcane armour mastery, CL 8, BAB +5
10.sorcerer 9/fighter 1 - +2 Str, electricity resistance 10, +4 save v. poison, bloodline spell (stoneskin), CL 9, BAB +5
11.sorcerer 9/fighter 1/EK 1 - improved initiative, quicken spell, CL 9, BAB +6/+1
12.sorcerer 9/fighter 1/EK 2 - CL 10, BAB +7/+2
13.sorcerer 9/fighter 1/EK 3 - weapon specialization (spear), CL 11, BAB +8/+3
14.sorcerer 9/fighter 1/EK 4 - CL 12, BAB +9/+4
15.sorcerer 9/fighter 1/EK 5 - improved critical (spear), critical focus, CL 13, BAB +10/+5

2nd advancement path
9. sorcerer 7/fighter 1/EK 1 - arcane armour mastery, improved initiative, CL 7, BAB +5
10.sorcerer 7/fighter 1/EK 2 - CL 8, BAB +6/+1
11.sorcerer 7/fighter 1/EK 3 - weapon specialization (spear), CL 9, BAB +7/+2
12.sorcerer 7/fighter 1/EK 4 - CL 10, BAB +8/+3
13.sorcerer 7/fighter 1/EK 5 - improved critical (spear), critical focus, CL 11, BAB +9/+4
14.sorcerer 7/fighter 1/EK 6 - CL 12, BAB +10/+5
15.sorcerer 7/fighter 1/EK 7 - greater weapon focus (spear), CL 13, BAB +11/+6

Clearly, at 10th level, the first path is superior with the Str bonus, the improved resistances, the higher CL and the bonus spell balanced only by a higher BAB and improved initiative in the second path. However, at higher levels, the combat feats start coming earlier in the second path. I am just not sure which option I like better.

-Rognar-

Sunday, September 06, 2009

My Most Memorable Characters - Radikar

It's been a few months since my last post in this series and I hadn't planned on submitting any more, but I was throwing out some old papers and I ran across the character sheet for my hobgoblin warlock, Radikar. Unlike my previous characters, Radikar was a true villain. Even Nikolai Grenovic, though evil, was a man of honour. Radikar was a monster who would engage in wholesale slaughter at the slightest provocation. Yet, despite this, Radikar was a compelling character. His bestial manner and growling voice camouflaged an impressive intellect. He viewed his own people with as much contempt as he did the hated humans, because he felt they were capable of so much more than that to which they aspired. He dreamed of a day when he would lead an army of goblinkin to crush the human kingdoms. He got his chance. With the aid of comrades just as vile and merciless as he, Radikar found himself at the head of an army destroying towns and villages through Tethyr. Though eventually, the horde was stopped, Radikar escaped and his current whereabouts are unknown. Rulers from Waterdeep to Calimport tremble at the thought of his reemergence. Ok, maybe not tremble, but certainly note with some trepidation.

Oh, and he owned a personal set of masterwork torturer's tools.

-Rognar-

Friday, May 01, 2009

My Most Memorable Characters - Nikolai

The first character I played when I moved out west and the first with my fellow bloggers on this site was Nikolai Grenovic. Nikolai grew up in a harsh environment and embraced the darkness of his homeland. He learned to lie, to steal and even to kill at an early age. However, he did not kill for pleasure or sport, he was not a savage. He took up with violent men, he consorted with drow and other evil races, he engaged in all manner of criminal activities, but he always maintained his self-discipline. Eventually, that self-discipline would serve him well when his exploits would lead him to become captain of his own ship. He and his crew would become the scourge of the seas. Merchant ships, warships, great monsters of the deeps, it mattered not. All fell before Grenovic and his allies. Even the mighty Kraken was slain.

Eventually, Grenovic would become an admiral leading a fleet of his homeland's black dragonships into battle. Only the God of the Sea remains to contest Nikolai Grenovic's command of the world's oceans.

-Rognar-

Sunday, April 26, 2009

My Most Memorable Characters - Vladicus

My second most memorable character was inspired by the Blue Oyster Cult song, Veterans of the Psychic Wars. When I first heard those lyrics, written by Michael Moorcock, I knew someday, I would play the protagonist of that song:

You see me now a veteran
Of a thousand psychic wars
I've been living on the edge so long
Where the winds of Limbo roar

Now, I'm sure the song is a metaphor for madness or drug addiction, or some other boring crap, but to me, it spoke of a millenium war on a thousand alien worlds where psionic supersoldiers battle for the future.

In the mid-90s, I was playing a GURPS Space campaign and I finally got my chance to build my psychic warrior. Vladicus (Vlad to his friends, of which, he had none) was an amoral soldier with frightening psychic abilities and an X-ray laser rifle for hire. Having seen far too many battles and too many comrades die, Vlad cared little for anything or anyone. He lived only for the thrill of the battle and the sweet release of death. That death finally came in spectacular fashion as he and his fellow mercs were escaping an enemy base they had just infiltrated to retrieve some data files which were important to some nameless benefactor, just like a hundred before him. This time, however, they ran into a combat robot with twin gatling laser cannons pointed right at them. Somebody had to keep the combot busy for a few seconds to cover everyone else's escape and that somebody probably wasn't going to make it out alive. Vlad, for some reason which to this day, no one knows, decided to be that somebody. Two volleys penetrated Vlad's powered armour and he was all but vapourized. In the end, the last verse of the song proved prophetic:

You see me now a veteran
Of a thousand psychic wars
My energy is spent at last
And my armour is destroyed
I have used up all my weapons
And I'm helpless and bereaved
Wounds are all I'm made of
Did I hear you say that this is victory?

-Rognar-

Friday, April 24, 2009

My Most Memorable Characters - Drimble

I have played literally hundreds of characters over the almost 30 years that I've been gaming. The vast majority of them are forgotten (and rightly so), but a handful stand out in my mind. In this new series of posts, I am going to take a walk down memory lane and pay homage to the best of the best.

No single character I have ever played has meant more to me than the dwarven fighter, Drimble of Blackstone. Starting as a humble 1st-level fighter in an ongoing AD&D campaign I played in the late '80s, Drimble would advance to become a major figure in the campaign world, long after I stopped playing him myself. Through all of Drimble's greatest exploits, he wielded mighty Kearac, one of two holy battleaxes of Clangeddin Silverbeard, the dwarven god of war. In one epic battle against a hive of horrid insectoids from an alien plane, Kearac was destroyed by the corrosive effects of their acidic ichor. However, the spirit of the mighty weapon was forever linked to Drimble and he was able to have it remade.

Although the campaign in which Drimble existed is now decades in the past and thousands of miles away, Drimble and Kearac live on in the retelling of tales when old gamers get together and wax nostalgic on past adventures.

-Rognar-