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10 months ago ::
Aug 09, 2012 - 6:27AM
#1191
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So, it looks like Amalia is actually on her way to ECL 7, as-yet unblazoned territory for me. It seems silly to take a level in anything other than Thrallherd, though her non-Will saves cry bitter tears.
This means she gets two new powers. My thoughts are Touchsight (might be useful enough at higher ECLs that we don't want to rely on stones), Forced Share Pain (it attacks Fort), or Telekinetic Force/Thrust (throw 25 Greatswords).
Psionic Blast (Stun is awesome) and the Telepath-only Crisis of Breath are awesome, but I have cheaper Will-based save-or-die powers (Brain Lock). False Sensory Input does appeal since I could feasibly make someone attack an ally (by making them look and sound like me) - the advantage is that it's Long range and might be effective vs multiple foes, but still, it struggles to compete with Brain Lock.
I'm not sure. Do Invisibility and illusions (like Blur) get common enough now that it's worth taking Touchsight? And do people think it's best to attack a different save (FSP) or go just for HP (Telekinetic, or even Energy Wall for battlefield control)?
Also, Great Renown! Wow! (Apologies to Grannick from whom I stole it...)
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10 months ago ::
Aug 09, 2012 - 6:44AM
#1192
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Date Joined:
Aug 24, 2010
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Invisibility is VERY common. I spend alot of money for hands of glory just because of that. That said, powerstones generally get me through. Forced share pain is always fun to combine with vigour. You just endlessly heal while they die. Also, iut is good to have something for each saving throw.
Telekenetic thrust doesn't see much use around here, but it seems pretty nice. You could only throw 7 at time (1 per manifester level), but you could bring 7 large greatswords (heck, with 250 lbs, you could try colossial greatswords) Just remember, you have to be able to get them to your opponent if he doesn't come to your pile of weapons, so have backups for things like forest.
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10 months ago ::
Aug 09, 2012 - 6:45AM
#1193
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Date Joined:
Jul 22, 2010
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Also, Great Renown! Wow! (Apologies to Grannick from whom I stole it...)
No need to apologize. Amalia earned it, standing toe-to-toe with Grannick right in her face.
He's just planning on how to steal it back now. 
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10 months ago ::
Aug 09, 2012 - 6:49AM
#1194
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- Core Coliseum
- Heroic Dungeon Master
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Telekinetic thrust (and the magical version of it) have seen a fair amount of use - just not recently. Particularly, I think all of the ghosts of the arena have used it (Anna being the most "famous" for it). If I remember correctly, the kukri in collosal form was her weapon of choice (high threat range, decent damage and lightweight).
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10 months ago ::
Aug 09, 2012 - 8:31AM
#1195
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Well, my thought currently are Touchsight (it's just too useful a counter to many things) and one more offensive power, probably Telekinetic Thrust (thowing people around is just too tempting!) or possibly Forced Share Pain or something. Most of the others seem not useful for Amalia or redundant (in a one-on-one-plus-ally fight, Brain Lock is an auto-win on a failed Will save, though you can't augment the save). Crisis of Breath is cool but even on a failed Will you can take a bad but not match-ending effect or take a Fort save. Could be nasty with a boosted DC, but most people have a good Will or a good Fort. Likewise, why Time Hop or Psionic Blast when you could just end the match? Only good for fighting multiple foes (though that could start coming up more often). He's just planning on how to steal it back now.
Bring it.
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10 months ago ::
Aug 09, 2012 - 11:12AM
#1196
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- Core Coliseum
- Heroic Dungeon Master
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I've got a couple of characters in the works right now (as if I never have this...), but I've been trying to make something of an Azer without having any class levels to start.
Azer is pretty underwhelming when you only look at the ability adjustments (+2 to everything but CHA which is -2) and a +4 LA. However, you need to keep in mind it is a very defensive race. +6 natural armor is very strong, SR13+CL is decent (a little better than Gith but worse the Phrenic/Drow), and strong Outsider HD round out some decent saves.
For offense they don't offer much - the +1 to damage from heat is the epitome of "meh" and they don't have any flashy special attacks.
So how do you make it work?
Without trying, hitting a 30 AC is really in the realm of possible (medium armor proficiency, shield proficiency, +6 natural AC, dex, etc), but the touch AC is probably going to be reasonable - 14 or 15 is possible, but not much more without devoting to it.
You could focus on ranged attacks, but as a race with craft as a "class" skill - you should probably craft as much armor and weapons as possible. Starting with mithral plate or adamantine breastplate are both reasonable, but then you are slow. Ranged attacks help here, but if you go that route you want light armor.
You only have 2HD, +2 BAB and 1 feat to pick from. So pick carefully. I was originally thinking about focusing on the defense, but that is a land of "how much am I really getting out of that +1 to AC?" 29 versus 30 AC is just questionable. And that's without buffs mind you.
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Changing gears, I've also got a Vampire Wizard in the works. I decided on wizard to gain the absolute most out of the HP benefit - 1d12 hps makes up for a lot of the wizard weaknesses. With a CL1 and ECL9 though - you need something to give you an edge. Vampires, in a similar way with the azer, has a decent array of defensive abilities. With 5 bonus feats that are mostly defensive, DR 10/silver AND magic and a handful of other abilities on hand - you have avenues to make it work. But which ones to focus on? That's part of what I'm having trouble with.
You don't have the spellcasting ability of a high level character, but having a high ECL and starting cash means you do have the option to pick up a few staves to augment your spellcasting ability.
I think focusing on the energy drain and touch attack riders can be very effective. Certainly getting a favorable ruling about the Devourer's spectral hand would be a nasty thing to get (something I never asked about, but if I ever went with a vampire, I would definitely bring it up), but even without that - there are options to work with.
By ECL10, the 18hps starts feeling reasonable and ECL11 - you are well on your way with 25. Not enough? Make sure you have some scrolls of false life to help out.
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10 months ago ::
Aug 09, 2012 - 2:31PM
#1197
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Hmm, an Azer is tough.
The stats are nicely spread (only a penalty to Cha) with a net +8 gain, but don't lend themselves particularly to anything.
The HD are good (Outsider, d8 is OK, all saves high, +2 BAB) but you get a measly 2 of them.
+6 NA is great, and you do get SR, but it's not really worth a +4 LA. Immunity to fire is great but the flip side is the cold vulnerability (hey, Psions!). Contrasting with the Yuan-ti (4 HD, +2 LA vs 2 HD, +4 LA), it doesn't seem like he really gets enough to make a go of it.
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10 months ago ::
Aug 14, 2012 - 11:25PM
#1198
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Date Joined:
Apr 20, 2008
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I'm considering the 1-shot high-ECL character activation, and I figured I'd want to do something with racial HD and LA that I wouldn't be able to start at ECL 3. I have a two ideas and was wondering about how good they'd be-- I also have a couple rules questions.
This one is stolen over from a campaign I once played in. In this campaign, the big bad evil guy was a mage who rode a young adult Blue Dragon into combat. He'd cast spells and send minions and the like, and after a long and grueling campaign we fought our way through his stronghold and did battle with him, defeating him. However, it turned out (and some of us had our suspicions, but not me) that the mage was actually a minion of the Blue Dragon, who was the real enemy. Hilarity ensued.
Idea 1 - Dragon Rider
I was thinking of a character sort of like this, being a Dragon and using Leadership to get a Grig as a rider. A Very Young Brass Dragon clocks with 7 Dragon HD and 3 LA, for ECL 10...."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" /> I feel like this would be a very limited character, though, especially on the cramped indoor maps. I'd be wrestling with a lot of Racial HD, even if they are D12s with 6 skill points, and no class levels means no wands. Still, a True Dragon would be an awesome character to use, and although obviously the other combatants would know he's the real enemy, he'll be sturdy and have solid saves. Against a hypothetical ECL 10 full caster, I feel like he'd just get shredded, rider or no.
So, a few questions regarding this character: Does a True Dragon have his sorcerer spells on his spell list for Wand purposes before he gets his first Caster Level? Can a True Dragon hold/use scrolls? How about weapons? How about armor, and magic items? Can he wear gloves? At ECL 10 with 7 HD, is the max leadership cohort level 8 (ECL-2) or 5 (HD-2)?
Idea 2 - Dragon-taur
In any case, brainstorming about a True Dragon, I thought of something that was so awesome I had to mention it, and I'm trying to see if I can get it to work: Half Dragon Centaur (4 HD, 5 LA).
Centaurs suffer a lot from some sub-par racial HD and non-great abilities that come with it. However, tack on a half-dragon template, which leans on Racial HD (making them D10s and changing skills to 6 points per level) and is best on a large creature with a high base speed (for wings to move at base speed x2 as flight). The net Natural Armor of the Dragontaur is +7, and the net ability scores are: S+16 D+4 C+4 W+2 Ch+2-- not bad. With Large, 100 Fly Speed and +16 Strength, we've already got a capable grappler. Sitting on only 4d10 hp at ECL 9 is kinda sad but Monstrous Humanoid Dice give good BAB and saves. The same "Rider" thing could be done as well, either with a ranged character or caster to support the Dragontaur, or a fighter type to do... mounted combat, I suppose.
Thinking about it now, the Dragontaur idea sounds super awesome and I want to do it (True Dragons are still cool though). The issue is I feel like 4 HD at ECL 9 might be simply not possible. Nathas is constantly struggling with his +2 LA, and running a character with 5 LA might just not be viable. He doesn't have Spell Resistance or Damage Reduction, though his high AC should keep him fairly comfortable against physical attacks, it wouldn't take too many Rays to take him out.
Is the Dragontaur possible? He'd be a hard hitter in melee, and a brutally effective grappler, and with his good fly speed he'd be terrifying (though Sewers would suck given the wings rules in there). He has profeciency with Longbow and Longsword, so he'd be okay fighting at range if he needed to. I feel like in a way I've already fallen in love with the idea of a Centaur being good as a PC. The half-celestial template might be more appropriate-- SR, DR, SLAs and wings, but no huge Strength bonus and slower fly speed makes it seem like I've traded precious attack ability for defenses.
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10 months ago ::
Aug 14, 2012 - 11:43PM
#1199
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Date Joined:
Aug 24, 2010
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That dragontaur idea seems awesome. With only 4 HD, though, leadership will have to wait 2 levels. Still, If you think combat, 4 BAB+8 STR mod (with more from strength points) and MW weapons (and lances still do double damage on a charge, plus you count as having the mounted combat feat with regard to prerequisites like spirited charge), a +16 to hit with 2d6+16 damage is feasable. Diving when you can get it and spirited charge with a lance is quadruple for 8d6+64 damage; enough to make Ashtin look twice. As for sewers and cavern, you still have a rider and fast running speed. As a side note, a goblin rider for +4 to ride would be nice, and maybe a blue psion with brainlock might actually come into play for once.
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10 months ago ::
Aug 15, 2012 - 12:00AM
#1200
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Date Joined:
Apr 20, 2008
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Oh, I forgot about the mounted combat stuff you can do as a quadreped, and also about Dive-- that's a lot of damage. He won't get a rider until ECL 11, then, but he can do fine without one for a while. If he really feels the need to supplement his abilities, he could always hire a mercenary. I don't want to activate him up at ECL 11 unless other people are up there as well, and it seems only a couple fights even happen up in this range per week. That being said, starting with class levels would give him profeciencies and access to Fighter levels for some desperately-needed combat feats.
I think I'll do some brainstorming on Dragontaur then. He's got a lot of money to work with for a guy with 4 HD, and the right itemization might cover some of his weaknesses.
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