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  • Old Guild Username: Omega
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    1. Omega 11 yrs ago

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The 42nd Gecko said
Eh, I was talking more like an event where a crumbling dungeon means the players need to keep moving and can't full attack. (Except, for that example, the speed boost still rocks.)Having a bunch of NPCs decide to hose you for using a plain game mechanic seems like the relationship between the players and the GM is adversarial. I'm fine with 90% of the fights being formulaic cakewalks. Means everyone doesn't have to pick the absolute best classes and options in order to be a part of the action.


I dislike the campaign being formulaic cakewalks. After a few levels you should be doing stuff to gain some notoriety given the following even a CHA 10 fighter gains from leadership so your enemies likely know who you are and how you operate.
The 42nd Gecko said
Personally, I like doing the old "roll down the line" where you don't pick which score goes in which stat, and you have to figure out a character and a class that fits the scores you rolled.


I have always wanted to try that but nobody ever likes it.

Primal Conundrum said
Just saying, point buy is the more fair and balanced system. And with our GM, it wasn't "let's shake things up", it was "If you keep doing the same damn thing over and over I'm going to do something about it". Haste is all well and good until your abuse of it draws the attention of a subset of the Inevitables from Mechanus who have come to stop someone from bending the flow of time. Also not fun contracting a magical illness that accelerates the aging of your character.


ya I run into similar things. You spam haste all the time, turns out there was either like a caster on the other side ready to counterspell you all day or even something like a spell thief who is going to muck up that plan.
Primal Conundrum said
With that kind of powergaming, you sound exactly like this guy I used to play D&D with.I don't play tabletop RPGs with him anymore, since he's more interested in trying to abuse the system as opposed to making a fully fleshed out character.Personally I think that when you decide what class you want to play before you decide what kind of personality you want your character to have, you're doing roleplaying wrong.


I know the kind of person you are thinking of, I know one as well and Gekko does not strike me as the type.

The 42nd Gecko said
In final comment, Wizards are awesome. Sorcerers are not as good, but they still have a few fun gimmicks, and I have yet to meet a single GM who has ever required more strategy out of his casters than "did you cast haste in a normal fight/glitterdust vs invisibles/fireballs vs swarms".Which is why Summoners WRECK both wizards and sorcerers because of early haste, combined with creature summoning and better defense.Generally, after a certain point of party power is reached (do we have a good martial character and a haster? Add in a healer if we're expected to marathon.), all the extra cool things, say, wizards can do that sorcerers can't, while cool and I love to see all the tricks they come up with, it generally isn't needed.Thus, my choice of Monk. Will I ever be as strong as a two handed weapon barbarian? No. Will I be strong enough to hold my own and play a few fun tricks given that the party's main needs are already accounted for? Yes.


Most GMs I have run across require a lot more than that kind of tactic, they generally try to push their players more and make people think outside the box while also having the core bases covered. That is why I am giving us basic caster support and a meat shield with either class I picked as we lacked both.
The 42nd Gecko said
Crossblooded +2 damage per Die1d4 damage per Cl.Human, Spell Focus - Spell Specialization (which is not a dumb pick because you can move the Specialization to a new spell on even levels... Aka, the levels Sorcerers get new spell levels)That's Caster Level 3 for an average of 3 x 4.5 (the average 1d4+2) That's 13.5 damage, which is enough to kill any non boss in a level one module on a failed save, and still enough to kill most low HP grunts that are likely to be in swarms at level one (kobolds, goblins, so forth, generally have 5 HP or less) on a succeeded save.And, just for fun, if it's a one off or you expect you need a boost, drop a trait for another CL (aka, another 4.5 damage) on it. You now make the Wizard look like an inept moron when he casts he save or sucks to disable half the enemies, and you cast your save and still die to disable all the enemies.If you're worried about your long term viability, don't, because you're a caster. By the time this little gimmick loses its charm at the mid levels, you're a caster with multiple spell levels. You can cast haste on your party at the beginning of 90% of your fights and that will literally be all your team needs. Then have fun rolling a flaming sphere around or something.


I see where I missed at, I did not think spell specialization, so you max out at an average 22.5 putting all feats and traits towards burning hand I believe. Even with spell specialization I am not a fan of it too much since ya that is surprising at level 1 but once you start getting a few levels Spell Specialization losses some scaling and wizards are still wizards, reflex saves are too common, and barbarians put out similar numbers at the same level and scale damage higher faster.
The 42nd Gecko said
A wizard is not very good at passively having his damage spells deal 60%+ more damage per CL. It's easy to build a sorcerer that deals Burning Hands of average 18 fire damage level 1, which, at level one equates to "Save, and still die."~~As for Monk's power, I don't really care. If we've got a primary spellcaster and a two handed weapon barbarian, all the party's combat needs are accounted for and everyone else is there for flavor and utility.


I do not usually count clerics as primary casters.

I am also curious how you do 18 damage on average with burning hands at level 1. I know you can get a decent bit with the crossblooded archetype and all but averaging 18 is more than I am aware of.
Yuan Ti Abomination
HD: d8

Level 1: +2 Str, +2 Int, +2 Wis, Climb/Swim speed 20, Bite 1d6, Darkvision 60ft
Level 2: +2 Con, +2 Cha, Natural Armor 2, Constrict 1d6, poison, scent, Produce Acid 1d6
Level 3: +2 Str, +2 Int, +2 Wis, Bite 1d10, Aversion, Detect poison, Chameleon
Level 4: +2 Con, +2 Cha, Natural Armor 4, Improved Grab, Animal Trance, Entangle (at will), Produce Acid 2d6
Level 5: +2 Str, +2 Int, +2 Wis, Large Size (reach), Bite 2d6, Deeper darkness, Neutralize Poison, Suggestion (3/day)
Level 6: +2 Con, +2 Cha, +2 Dex, Natural Armor 8, Baleful Polymorph (1/day), Produce Acid 3d6
Level 7: +2 Str, 2 Int, +2 Wis, Natural armor 10, Alternate Form.
The 42nd Gecko said
You two don't know the true glory of a sorcerer until you've accidentally KO'd two party members with an over a hundred damage fireball.


Anything a sorcerer can do a wizard can do better.

Also, you should be aware monks are considered about as powerful as the NPC warrior class.
I played them back before I knew what I was doing. Now that I know what I am doing I refuse to play wizards because they are so overpowered always being 1 standard action away from ruining your day.

Also I have 2 sheets mostly done, a Necromancer Cleric and a Master Summoner.

Undead Lord Cleric
Master Summoner
Eidolon

I need to know the pantheon and if we have any starting gear.
Primal Conundrum said
Hm, was under the mistaken impression that clerics could use heavy armour. I guess that's either a 3.5 rule or else I just misremembered.Either way, I really hate the whole "only know a few spells but cast them a lot" style that Oracles have, so I won't be touching that class with a ten foot pole.


They are the sorcerers of the divine casters.

It was in 3.5 clerics could wear heavy armor. Basically fighters trading feats for spells and following specific rules.
Primal Conundrum said
I just like that Clerics can also actually get in to some melee fights and such, and I just generally prefer the rules set for clerics.Also, a case can be made for point buy rather than die rolls!


Clerics and Oracles have the same weapon proficiencies, armors, and HD
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