Crown Wars (3.P DnD, Forgotten Realms) (recruitment open)

Started by Zaer Darkwail, March 29, 2013, 03:18:23 PM

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PaleEnchantress

Okay Zaer, I love my familiar but it's based strictly off wizard level sooo...

I was going to use the Forlorn alternate class feature where I trade it for a feat, then use that feat on acquire familiar which bases familiar off my total level in caster classes (meaning prestige classes count). TA DA! Problem solved!

I'm okay with that, but it just seems far more cheese than just asking you "Hey can my familiar progression be based off caster class level?"

Anyway finally feated up my character and her cohort. Shopping for magic items always takes me FOREVER!
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Zaer Darkwail

Well, I myself disliked familiar rules in 3.5 edition and it seems in pathfinder it again is based on wizard levels than CL when including PrC. I need edit and add in Hathran PrC which would continue your familiar progression (and someway interact with witches Hex feature either allowing get them or get new ones to compensate the loss).

Re Z L

Quote from: TheGlyphstone on April 03, 2013, 10:59:49 AM
Why would you do that? The Arcane Bond ability specifically only works for wizard spells, and all it lets you do is recover a lost (wizard) spell. You still have to pay to add magic traits like spell-storing, so you could have a spell-storing blade without the wizard level. You'd have to give up armor to avoid failure chance for that single wizard spell, when instead you'd have another magus level that's better in every way.

Someone is missing something important here, and it might be me, so I'm curious why you think a wizard dip helps the magus.

It doesn't.  If you wanted some kind of bound weapon as a Magus, just get the Bladebound archetype.  Spell Combat and Spellstrike do pretty much everything you'd ever need for melee spell combat.  A spellstoring weapon is still a good idea for some extra burst damage of course.
A&A

TheGlyphstone

Quote from: Re Z L on April 03, 2013, 05:08:34 PM
It doesn't.  If you wanted some kind of bound weapon as a Magus, just get the Bladebound archetype.  Spell Combat and Spellstrike do pretty much everything you'd ever need for melee spell combat.  A spellstoring weapon is still a good idea for some extra burst damage of course.

That's what I thought, but I wasn't going to (and still won't yet) automatically assume I know all the op-fu tricks.

Re Z L

Quote from: TheGlyphstone on April 03, 2013, 05:39:52 PM
That's what I thought, but I wasn't going to (and still won't yet) automatically assume I know all the op-fu tricks.

Magus is a pretty cool class and has a lot of options open to it.  From what I've seen most go for either Strength or Dexterity primary.  Str building is a little more straightforward, whereas with Dex you usually go for the Dervish Dance feat (which someone else also already has I think).

Bladebound is a good Archetype, you lose some Arcane Pool points, but gain an intelligent weapon which scales with you as you level (basically a weapon familiar).  Kensai is another good one, you lose some spellcasting, lose armor proficiencies, but later gain your Intelligence to AC.  Staff Magus is also very cool if you like staff weapons, you lose some armor, but make up for it with some bonuses for wielding a staff.

It's a great class to take all the way to 20, but I think I've seen some dips into Fighter for the extra feats.

Crit is very strong on them since delivering touch attack spells through your weapon can crit using the weapon's crit threat range and multiplier (which is why Dervish Dance is so popular, Scimitars have great crit ranges).
A&A

TheGlyphstone

Yeah, I love Magus. Duskblade was one of my favorite classes from 3.5, and Magus is basically the Duskblade with teeth.

Re Z L

Quote from: TheGlyphstone on April 03, 2013, 06:05:26 PM
Yeah, I love Magus. Duskblade was one of my favorite classes from 3.5, and Magus is basically the Duskblade with teeth.

Yup!  ;D
A&A

Re Z L

A&A

Zaer Darkwail

Catfolk? So what was the base which you manipulated? A dark elf which you infused feline traits?

NicciKotor

Quote from: Re Z L on April 03, 2013, 05:08:34 PM
It doesn't.  If you wanted some kind of bound weapon as a Magus, just get the Bladebound archetype.  Spell Combat and Spellstrike do pretty much everything you'd ever need for melee spell combat.  A spellstoring weapon is still a good idea for some extra burst damage of course.

There is also spellstoring armor now, so you can get that and when a enemy hits you in melee your armor can do funny things like command or shocking grasp automatically.
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Re Z L

Quote from: Zaer Darkwail on April 03, 2013, 06:32:36 PM
Catfolk? So what was the base which you manipulated? A dark elf which you infused feline traits?

Vivisectionist gets Anthropomorphic Animal and Awaken as bonus Extracts which can be used on the appropriate targets.  Using Awaken and then Anthro I can create an intelligent humanoid out of any animal.  So that's how I would make them, unless I needed something extra to do it as well.

Anthropomorphic Animal
You transform the touched animal into a bipedal hybrid of its original form with a humanoid form, similar to how a lycanthrope's hybrid form is a mix of a humanoid and animal form. The animal's size, type, and ability scores do not change. It loses its natural attacks except for bite (if it had one as an animal), all types of movement other than its land speed, and special attacks that rely on its natural attacks. One pair of its limbs is able to manipulate objects and weapons as well as human hands do; limbless animals like snakes temporarily grow a pair of arms. The creature's Intelligence increases to 3, and it gains the ability to speak one language you know. It is not considered proficient in any manufactured weapons. It can attack with unarmed strikes, dealing unarmed strike damage for a creature of its size (unless it has a bite attack, which is a natural attack).

Awaken (Animal Only)
You awaken a tree or animal to human-like sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast awaken again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.

An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.

An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount.

An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.




Most pointedly, awakened animals can no longer serve as companions, and the character must follow the rules for Leadership if he wishes to take the animal as an official cohort. Further, an intelligent animal can be difficult to manage. After awakening, animals are predisposed to be friendly toward whoever cast the spell— in this case, presumably their masters. Yet if an animal was mistreated during its time as a companion, or is treated poorly after its awakening, that friendliness is mixed with a sense of confusion that can last anywhere from a few moments to a few hours as the animal reconciles the abuse with the great gift it's been given. Since awaken is not a charm or mind-control spell, there's nothing to prevent awakened animals from resenting mistreatment in the same way a normal person of their intelligence level would, and they're no more inclined to be automatically servile than anyone else. More than one careless druid has found her awakened animal companion refusing to follow instructions, leaving to pursue its own goals, or even seeking vengeance for its former “enslavement.”

On the flip side, there are many advantages to awakening an animal companion. If treated well, an awakened animal may become a valuable member of an adventuring party, adding new perspective to problems and fighting alongside its friends. Awakened animals can also make stealthy and reliable snoops (for who guards her words in front of a dog?), teach adventurers about their native environments, act as guides, and provide a valuable surprise weapon against enemies who think them mere brutes. Druids, in particular, may find awakening animal companions appealing—either because they wish to become true friends with their companions, or because they would value the animals' skills as allies. A devious druid, upon witnessing an enemy mistreating its companion, may even cast awaken in secret upon the beast, trusting that its natural instincts will make it turn on its oppressor.

Although the personalities of awakened animals are as varied as those of adventurers, augmented animals often exhibit traits hearkening back to their species. Similarly, certain types of animals may favor specific classes, battle tactics, or even weapons. The following are examples of some broad animal groups' commonalities.

Land Mammals (Small and Medium): Encompassing perhaps the widest variety of species—including creatures like cheetahs, hyenas, ponies, and weasels—Small and

Medium mammals tend to adopt mischievous, resourceful personalities when awakened. Used to living in vast ecosystems full of larger predators, these creatures are accustomed to using any advantage they have, banding together with allies or manipulating others to serve their own designs.

In battle, these animals tend to be smart and savvy, shrewd at observing situations and determining whether it would be most advantageous to fight or run. Those animals who prefer combat to diplomacy tend to value speed and stealth, thus making barbarians and rogues natural choices, yet the natural curiosity of many smaller animals may also lead them to the study of magic, from wizardry to druidism, which brings their own environments under their control. These creatures tend to be opportunistic, perpetually on the lookout for interesting magic items to help augment their natural abilities.
A&A

kckolbe

Kolbrandr, sorry to waste your time, but I am doing a noble char now.  He will at least be a weak noble.  He is a 12th level bard (Archaeologist), ex dungeon delver turned diplomat, living in luxury, very friendly.  He dabbles a bit as a sorcerer (magical rogue talents).  Perhaps they traveled together in the past?
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

Kolbrandr

Don't sweat it, make the character you want to make. And that's certainly entirely possible, the traveling together in the past bit.

kckolbe

Cool.  I felt my level 3 wasn't strong enough to compete, especially being the only PC in his region.  I decided it would be easier to make a weak 12th level.  In a sense, they are the same, as both have to be very careful to avoid making enemies if they want to survive.  After all, being the weakest combat noble is a tempting target.
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

Re Z L

Quote from: kckolbe on April 03, 2013, 07:40:52 PM
Cool.  I felt my level 3 wasn't strong enough to compete, especially being the only PC in his region.  I decided it would be easier to make a weak 12th level.  In a sense, they are the same, as both have to be very careful to avoid making enemies if they want to survive.  After all, being the weakest combat noble is a tempting target.

It's okay, you can come visit my friendly Alchemist!  He'll even make you some tea.
A&A

kckolbe

I'm glad his Sense Motive is higher than his fort save.
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

Re Z L

Quote from: kckolbe on April 03, 2013, 07:52:51 PM
I'm glad his Sense Motive is higher than his fort save.

DRINK YOUR TEA!   >:(

hehe  ;D
A&A

PaleEnchantress

Quote from: Zaer Darkwail on April 03, 2013, 02:07:29 PM
Well, I myself disliked familiar rules in 3.5 edition and it seems in pathfinder it again is based on wizard levels than CL when including PrC. I need edit and add in Hathran PrC which would continue your familiar progression (and someway interact with witches Hex feature either allowing get them or get new ones to compensate the loss).

A witch into Hathran was what i was going to be not mnow Im a void specialist wizard into Haluraan elder.

Hathran worked well because the ties to strange spirit energies of Rasheman can easily be reflavored as ties to the mysterious dark fae realm. It's my fave PRC in official D&D


Halurraan elder, I change the name to Za'Selutaar (Meaning "Grand High Caster") and just like the original class it's for the elite members of the mage aristocracy.

If you want to customize it the base feat "Haluraan Adept"  : Allows you to participate in Halurran circle magic and gives a +3 bonus to spellcraft.  Could be changed to something more flavorful (I just changed the name to Selutaar Adept).  The Important part is spellcasters need the feat to participate in the circle magic of the Za'Selutaar. The Secondary bonus can be anything: or kept at spellcraft and call it a day.

Another Feat Requirement is "Spell Thematics" Makes your spells look unique (Which I thought people did anyway?) and makes it harder for people to identify your spells and lets you pick a few spells to be cast at +1 cl.  If you feel customization is in order you can change it or if you want just leave it as is It's a flavorful feat even if the fluff is rather redundant.

Two other feat requirements for the class (one metamagic feat one item creation feat) are good. The class even needs a metamagic feat to function.

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PaleEnchantress

#343
Quote from: Re Z L on April 03, 2013, 07:49:03 PM
It's okay, you can come visit my friendly Alchemist!  He'll even make you some tea.

Eisheth drinks the tea and  is affected by the (poison?) effect. The Merman with her automatically senses her change in condition and isn't pleased. His psyche reaches out and assimilates you into the borg makes you part of his collective. You feel the presence of numerous other consciousnesses all seething with hatred for your assault on their God-Queen. The Merman Jerion easily transfers the negative effects from Eisheth to you.

Eisheth grins and leaves. Jerion follows but tells you on the way out "We are always with you. As we are, you will become."
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kckolbe

Do cohorts start with their own magical gear based on level or no?
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

Anon315

Quote from: kckolbe on April 03, 2013, 08:47:48 PM
Do cohorts start with their own magical gear based on level or no?

I believe it comes out of yours.

PaleEnchantress

Quote from: Zaer Darkwail on April 03, 2013, 02:07:29 PM
Well, I myself disliked familiar rules in 3.5 edition and it seems in pathfinder it again is based on wizard levels than CL when including PrC. I need edit and add in Hathran PrC which would continue your familiar progression (and someway interact with witches Hex feature either allowing get them or get new ones to compensate the loss).

Actually if your replacing some Hathran things with hex interaction/progression I may go back to it. Witch + Hathran is very flavorful for for being a errie beautiful woman with dark faery magic. As long as I can utilize spells from things like the spell compendium. (For simplicity just say all sor/wiz spells from noin SRD 3.5 are witch spells seems best. You could say cleric or druid instead i suppose)
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PaleEnchantress

Quote from: kckolbe on April 03, 2013, 08:47:48 PM
Do cohorts start with their own magical gear based on level or no?

If you read the intro post it's clear the get their own. It mentions elite followers starting with proper wealth for their level "like cohorts"
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Kolbrandr

Quote from: Anon315 on April 03, 2013, 08:52:40 PM
I believe it comes out of yours.

They get their own gear based on level in Pathfinder.

Kolbrandr

Quote from: PaleEnchantress on April 03, 2013, 08:53:40 PM
Actually if your replacing some Hathran things with hex interaction/progression I may go back to it. Witch + Hathran is very flavorful for for being a errie beautiful woman with dark faery magic. As long as I can utilize spells from things like the spell compendium. (For simplicity just say all sor/wiz spells from noin SRD 3.5 are witch spells seems best. You could say cleric or druid instead i suppose)

Erm.. not for nothing, a lot of spells were somewhat depowered or just nixed in the changeover to Pathfinder simply to better balance things out, I'm a bit leery of spells being grabbed straight from 3.5 for my own part.