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bobofwestoregonusa
 
PostPosted: Sun, Mar 01 2015, 5:49 AM 

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Personally if I were going to go bard I'd go bard25/something else5, my personal favorite after seeing it used very effectively is Bard25/Knight Commander 5, but that's also my current favorite prestige class. They have huge synergy in terms of support and it generally makes you better at melee.

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Overneath
 
PostPosted: Sun, Mar 01 2015, 7:12 AM 

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Solvaras wrote:
27 wiz/2 rogue/1 fighter/ranger gets around 280 skill points. That's enough to max 8 skills and have points left over. You wont be able to melee as well, but a spellsword build doesnt get as many skills. Frankly, it looks like you're trying to do too much with one build. Figure out if you want a caster or spellsword and search the build topics for a build. Let us know what you come up with and we can help refine it from there.


I'm not sure how well transitional versatility applies to wizards as opposed to clerics, but if I take out a weapon and can do something useful with it, I won't shed a tear over playing a caster. I can't get Master Scout out of my head, so I'll lay out a couple samples based off of this and what I had before.

I made a section here explaining my thought process that was longer than it needed to be. So I'll skip to the end result below.



23 Wizard/3 Rogue/4 whatever else strikes the right chord with me. I'll keep the relative Dexterity base, but I need to decide whether or not to run with it. It gets me the Epic Golem, full spellcasting, a good Intelligence, plenty of class skills, and room for malleability with the final four levels. I think they'll end up as ranger or maybe even Divine Champion. I'm still taking suggestions, incidentally.

So I have three questions:

Will wizard self-buffs cover me enough to justify giving up Weapon Finesse and so on while still being able to maintain a melee presence - not as a spellsword, but not as an active detriment, either?

What skills should I focus on, and how much is reasonable?

In comparison to using a shield, how badly does dual-wielding hurt me?



Solvaras wrote:
*Edit: But to reassure you, bards can solo anything on the server with 8 str/con/dex. Any build can solo with the right gear and tactics.


That makes sense, but the first part of the clause confuses me. Doesn't that equate to needing gear to get gear?


Opustus wrote:
Dammit Overneath, you're so long-winded. If you don't want to be curt, at least give us a TL;DR.


Agreed. This part slipped my mind, but then, it wasn't a particularly logical manner of post to begin with.

Quote:
There aren't any benchmarks in building, mind you. Being a spellcaster or having UMD is the best way to ensure your survivability in PvM, but that feels like taking the easy way out after having gone through the vanilla flavours. PvM and PvP have always been part of the appeal of Amia for me, so inventing new characters to fill in empty niches feels extremely rewarding. Going Gyro Gearloose on Amia is a sort of nerdy creative process which may lead to symptoms of OCD and a lot of mental calculation when it's already way past your bedtime. Most gaming cultures have taken to calling this "expanding the meta", but it sounds way too competitive for Amia.


Incidentally, I think we may simply be each other's opposites in the field of post composition. I elaborate too much, and to my chagrin I usually have to ask you to elaborate more. ^_^ You lost me after the third sentence, but I think it's a continuation of the idea that approaching a new concept is necessarily more complex than using now-standardized methods, yes?


Quote:
Solvaras hit the nail on the head, though. I'd recommend having a look at Uce's Bard's Yardstick Build in the Build Subforum for lasting inspiration. :wink:


bobofwestoregonusa wrote:
Personally if I were going to go bard I'd go bard25/something else5, my personal favorite after seeing it used very effectively is Bard25/Knight Commander 5, but that's also my current favorite prestige class. They have huge synergy in terms of support and it generally makes you better at melee.


Gentlemen, I recognize that you mean the best intentions and this part wasn't mentioned in my original ranting demi-post. That said, bard runs counter to the intentions of the character. And the last thing this build needs is a skill like Perform to take up additional skill points.

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Silkelock
 
PostPosted: Sun, Mar 01 2015, 7:20 AM 

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It's over 9000!

So here was my thought since I am the tyrant of this forum.

Should we split the topics and have a general build help topic and a feat discussion? Add your thoughts! :)

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Richard_Edmund
 
PostPosted: Sun, Mar 01 2015, 7:24 AM 

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Go for it! We do still need somewhere to put all those questions that aren't worth making a new topic for every time they pop up.

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Opustus
 
PostPosted: Sun, Mar 01 2015, 9:30 AM 

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Overneath wrote:
Will wizard self-buffs cover me enough to justify giving up Weapon Finesse and so on while still being able to maintain a melee presence - not as a spellsword, but not as an active detriment, either?

What skills should I focus on, and how much is reasonable?

In comparison to using a shield, how badly does dual-wielding hurt me?

1. Yep, you should be able to hit your target, but it won't feel like much more than a tickle. Rogue is good for this, although 1d6 sneack attack can be found from a lot of gear, if you want to opt for Master Scout instead.

2. Max Concentration, Discipline, and Spellcraft. Have Tumble and UMD at 30. Spot, if you can be arsed with it (requires gearing to be really worthwhile), should be maxed, too. The rest is up to you. Having a good Set Trap will help you get access to more potent trapping, but the Set Trap DC on the Deadly Acid Splash Trap is relatively low while offering a significant punch, if you want your little gnomey to tinker with that. Disable Trap can be helped with a bit of gearing and the Rogue's Cunning potion, so a couple of points or even just one may be enough. Other than that, slipping some into Hide and MS works against opponents without any Spot or Listen. I wouldn't bother with gearing for those two, however. Brotip: Wizard can be a handful with all the spellbook shuffling. Keeping things simple may spare you the avoidable stress.

3. You would be switching between the two. The real hurt of dualwielding for you, however, would stem from your deficiency of feats. There's a pair of gloves with the feats Two-weapon wielding and Ambidexterity, so you could switch between sword 'n board and dualwield amid battle, but I'd ALWAYS go with the shield for PvP instances and use that gloves slot for something more practical.

About the build in general: be sure to take the class with the better BAB (base attack bonus) before you hit level 20 to boost your BAB and grant you a third attack per round. I'd say Fighter, Ranger and Divine Champion offer the most obvious synergy for spellswords. Consult us again once you've sketched something out and we'll see about the details.

Quote:
Solvaras wrote:
*Edit: But to reassure you, bards can solo anything on the server with 8 str/con/dex. Any build can solo with the right gear and tactics.


That makes sense, but the first part of the clause confuses me. Doesn't that equate to needing gear to get gear?


Not necessarily. You gear differently for different places. For example, when going to the Frozen Wastes, you should make sure to have at least 10/- cold resistance. I tend to run only one set of gear for PvM, though, swapping one or two items to give me the resistances required to endure an Arctic winter or the flames of the Abyss. I can't even think any other examples of situational PvM gearing than elemental resistances off the top of my head now.

And about benchmark building. My post was very confusing, sorry. But nawp, that's not exactly what I meant either. What I really meant to say was, whatever builds your boat. Some builds manage remarkably better than others in solo, but the bard accompanied with the WM is a symbiosis that turns your average spellsword or melee cleric from Action Man into Baby Born in comparison. The real enjoyment of building, for me, is being completely silly about it, playing Gyro Gearloose, inventing stuff with untested and unpredictable results. Being entirely lackluster is annoying for everyone, for sure though; nobody wants to be wiping after you if you make an arse.

Silke: A feat discussion, like a topic only for discussing feats? I don't know, sure? I don't think we get a lot of questions about feats here, though. The sensible thing to do would be to have yardstick builds of all base classes with a short rationale for the feat choices. They could be referred to in a topic like this for further discussion, then.

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Overneath
 
PostPosted: Sun, Mar 01 2015, 18:30 PM 

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I may finally have something here.

STR 10
DEX 15
CON 14
INT 16
WIS 10
CHA 10

Class Skills Feats Ability Mod
1 Rog 274 Pts KD
2 Ran FE: Construct
3 W1 Concen 33 SF: Trans
4 W2 Disc 29 INT
5 W3 Spell 33
6 W4 Tumb 30 Extend
7 Rog UMD 30
8 Ran INT
9 W5 Brew, Wand
10 W6
11 W7 Set 15
12 W8 Disable 10 GSF: Trans INT
13 W9 Open 10
14 W10 Search 20 SP
15 W11 Lore 4 Blind
16 W12 Craft Trap 20 INT
17 W13 Craft Armor 20
18 W14 Craft Weapon 20 IKD
19 W15 GSP
20 Ran INT
21 W16 Armor Skin
22 W17
23 W18
24 W19 ESP INT
25 W20 ESF: Trans
26 Ran
27 W21 Mummy Dust
28 Rog DEX
29 W22
30 W23 Epic Mage Armor, Greater Ruin

It definitely hits all of the highlights. Full spellcasting, plentiful skills, automatic weapon proficiencies AND dual-wield from ranger if I want to turn into the Tasmanian Devil, and so forth. And the golem, naturally.

The skill peaks weren't the best of all the world, but I'm satisfied that by keeping a few hundred Rogue's Cunnings in my pocket, I can beat real DCs. --> My issue, though, is that +30 total to my craft skills is mechanically workable, but it doesn't feel like it represents a supposed master crafter and tinkerer. <-- Maybe I'm wrong! It's absolutely an epic number that will allow me to mythal craft just about anything. --> I'm just not sure it'll carry weight if I start roleplaying advanced design projects. <--

--> Something nebulous in that build is Spell Penetration. I could give it up for three extra feats, and I'm tempted to do so <-- - ideally, my backup plan for dealing with enemies with spell resistance is to send in the golem and whip out my hammers. Those three extra feats could be things like expertise. --> OR, if I'm really brave/foolish, I could exchange ranger for fighter, gain 3 new feats, lose lore and a few points off of craft trap, and get all three TWF feats alongside Epic Weapon Focus and Weapon Specialization. <-- That one feels a little far-fetched.

Also. Let's assume I'm level 30 with no 'epic' gear, just standard epic-level store/loot items. How much does Epic Mage Armor help my survivability?

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Solvaras
 
PostPosted: Sun, Mar 01 2015, 19:24 PM 

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If you're willing to drop the hammer idea and go with daggers, not only is there a dagger that has ambidexterity/two weapon fighting, but i think there's a really thin model that can be rp'd as screwdrivers. Plus you will only have a -2 ab from duel wielding as opposed to -4 since hammers arent considered light for a gnome. Spell penetration is only worth it if you're going for a full caster, and even then the only thing your spells wont go through are monks and drow. (and even then you've got a good shot at them). Your ac shouldnt matter that much, you're a mage. You'll have your familiar plus some flavor of summon. Even then in pve, there's places where you can throw on premonition and acid sheath and do a jig in front of mobs and they'll die.

As to your other thoughts, you can exchange ranger for fighter, but then you're almost better off going with a tried and true spellsword build, which if you use the search box at the bottom of the page will only search this thread. I believe a gnome spellsword is listed a time or two.

Silkelock: I like the format of having the benchmark builds, but to keep from crowding them we'd still need a place to share build ideas. Something like an "ask a build monkey" topic?


 
      
Opustus
 
PostPosted: Sun, Mar 01 2015, 21:15 PM 

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Spank the Build Monkey, says I.

Overneath, if you really dig the Ranger and want to keep it, I'd opt for Wiz23/MS2/Ranger5 instead in order to bag the Ranger feat at epic. If you insist on the DEX base, it's good to have that Uncanny Dodge I from MS1 in the mix. Spellcasters benefit from AC, although it's true Premonition gives you the timeframe for nukes in both PvP and PvM, but it isn't failsafe. AC is a light investment for mages due to the plethora of AC buffing spells and Epic Mage Armour, plus the latter can't be dispelled so you'll stay relatively safe in the middle of more chaotic combat scenarios. If you like the concept, it'll hold its own just fine. I agree with Solvaras on the screwdrivers and spell penetration, though.

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Solvaras
 
PostPosted: Sun, Mar 01 2015, 23:39 PM 

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Vote the second on Spank the Build Monkey

Opustus wrote:
I agree with Solvaras on the screwdrivers and penetration, though.


Fixed it for ya :)

Sad part is I want to play a gnome spellsword now. Make him an earth genasi and use a small gardening trowel as a weapon. Kinda like this: http://youtu.be/RfIRSzQ8ThE


 
      
555444333
 
PostPosted: Mon, Mar 02 2015, 0:21 AM 

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Thirded on the monkey spanking.

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Opustus
 
PostPosted: Mon, Mar 02 2015, 8:13 AM 

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Solvaras wrote:
Sad part is I want to play a gnome spellsword now. Make him an earth genasi and use a small gardening trowel as a weapon. Kinda like this: http://youtu.be/RfIRSzQ8ThE

Jebus! So much for finding my zen in the garden. And I have a (garden) gnome earth genasi with Fighter10/WM19/Druid1, it's almost as scary as that movie.

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DaisyDukes
 
PostPosted: Mon, Mar 02 2015, 23:44 PM 



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How does one craft a Palemaster build? An odd thought struck me: Monk/Sorc/Palemaster but I think that would be too strange.

For a typical PM though, what sort of levels and feats does one look for?


 
      
Solvaras
 
PostPosted: Mon, Mar 02 2015, 23:55 PM 

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The cookie cutter build is 10 wizard/19 palemaster/ 1 something, the something either being more wizard, more palemaster, or bard/fighter/rogue for the skills and armor proficiences. Then there's the more out there builds (read: melee palemasters) that generaly stop at 10 palemaster for the crit immunity or 16 palemaster for an epic spell.


 
      
NAUX
 
PostPosted: Wed, Mar 04 2015, 0:31 AM 

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Yet another idea to consider, hopefully you can help me build it.

I'd like to explore a sling and shield wielding dwarf. It would be great to have the following:
- Preferably enough strength for a Tower Shield, but still DEX based.
- Looking to have enough levels of Bard to get Lasting Inspiration and 5 levels of Master Scout.
- Focusing on as high as possible DEX whilst retaining minimum CHA to acquire all spells.
- As many levels of KC as possible.
- High Craft Skill (Possibly SF or ESF too for RP)
- As high a Ranged Touch Attack AB as possible.
- High Reflex Save
- As many APR as possible.

The obvious option that comes to mind is Bard 20/Master Scout 5/KC 5 or Bard 22/Master Scout 5/KC 3, but is this too limiting for what I'm after?

I'd take Lasting Inspiration at level 22, either on Bard or Master Scout level according to this:

Code:
The bard song requirement is specifically the level 20 bard song feat, so this feat cannot be taken with fewer bard levels (but can be taken at bard level 20).
Because of the required perform level, this feat cannot actually be taken until character level 22.
Only bards and Harper scouts can take the feat.


So any ideas? Thanks!

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DaisyDukes
 
PostPosted: Wed, Mar 04 2015, 1:10 AM 



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What about feats and such, though? Figure it's different than building a wizard, since you pretty much are bad at everything that's not a Necro spell. Craft Wand, Brew Potion, and Necro foci all good?


 
      
Solvaras
 
PostPosted: Wed, Mar 04 2015, 3:43 AM 

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Naux:
That build is going to be strapped for feats. Dwarves get 7 pre-epic. 4 for kc and ms pre-requisites. 2 for extend and maximize. (which are invaluable for bards) and then you want a skill focus. You're wont have any combat feats unless you take them in epic, and you only get 3 there because bard 20 will be lasting winspiration. (I'm pretty sure that when they changed the class to master scout you can no longer take lasting inspriation on a ms level, though i'm not 100% on that) The good news is bard/kc is one of the best things to party with on the server.

DaisyDukes:
You take your usuall wizard feats. If I was going to make a palemaster, I'd have him with necro focus on his spells, maybe conjuration as well. Focus on the saveless spells and the multitude of summons they get.


 
      
NAUX
 
PostPosted: Wed, Mar 04 2015, 9:34 AM 

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I'm well aware of the potential feat starving, its why I had such specific requirements. Supporting the party is more important than actual damage from my sling or being able to take a bit.

Having as high a DEX as possible and still covering a full book of spells is probably the most important aspect. That and crafting (although I'd take the fletcher job too).

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The inspiration behind the character:
- https://www.dandwiki.com/wiki/Grenadier_(3.5e_Class)
- https://www.youtube.com/watch?v=UBjewxCxKLA


 
      
Solvaras
 
PostPosted: Wed, Mar 04 2015, 10:44 AM 

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I miss counted feats. You'll have none open in pre-epic (forgot curse song), but you will have two extra epic feats from taking all your master scout levels in epic which you'd use for great dexterity. It's going to be party reliant and a full support build, but I think that's what you have in mind. Starting stats on a dwarf would be:

Str:10
Dex:16 (24) (all the rest of your level ups, plus 3 great dex)
Con:12
Wis:8
Int:14
Cha:14 (16) (level 4 and 8 )

Pre-epic you'd want 16 bard/4 knight commander. The skill points are a nightmare with kc and ms requirements, but 14 int should get you enough for all of them plus some extra for a bit of crafting.


 
      
Elorathall
 
PostPosted: Wed, Mar 04 2015, 13:14 PM 

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Could someone come up with a build for the following concept?

Damaran (mind the Amia subrace modifications) human knight. Preferably a variant or combination of Fighter, Paladin and/or Knight Commander. Must be Lawful Good or Lawful Neutral. Must use a greatsword, longsword & tower shield and/or bastard sword & tower shield combination. Bonus points for including reasonable amounts of Intimidate. Stronger emphasis on offense than defense, but if the reverse works better feel free to make the suggestion.

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The1Kobra
 
PostPosted: Wed, Mar 04 2015, 15:09 PM 

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23/5/2 paladin/KC/rogue

16(14)/8(9)/10/13(12)/13(14)/15

Preepic feats: sf disc, toughness, weapon focus, power attack, divine might, divine shield, blind fight, extend spell
Epic feats: ewf, armor skin, eprowess, great strength 2

Ending stats
20/9/10/12/14/18

Rogue will allow an intimidate skill dump, should have the skill points for what you need, disc, tumble, intimidate, and misc goodies.

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Naivatkal
 
PostPosted: Wed, Mar 04 2015, 15:15 PM 

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I would skim it to 1 Rogue in favor of 24 Pally. Netting Greater Dispel immunity is better than Evasion, I think. Either way works though.

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Elorathall
 
PostPosted: Wed, Mar 04 2015, 15:19 PM 

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Interesting. Though is there a reason why you wouldn't want to maximize the KC levels instead? It seems that most of the abilities get more powerful the more KC levels a character has.

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"Go to the Mayfields, have a pint, and wait for this to blow over."

Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
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Naivatkal
 
PostPosted: Wed, Mar 04 2015, 15:22 PM 

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You can only take 5 KC levels, for 23/5/2 or 24/5/1 is maxed on those.

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DaisyDukes
 
PostPosted: Wed, Mar 04 2015, 15:51 PM 



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Solvaras wrote:
DaisyDukes:
You take your usuall wizard feats. If I was going to make a palemaster, I'd have him with necro focus on his spells, maybe conjuration as well. Focus on the saveless spells and the multitude of summons they get.

Thank you for the insight. Do you know how long the duration on Epic Spells is for PMs? Is it Wizard/Sorc plus PM or just Wizard/Sorc or just PM? Trying to figure if EMA and EDK would be based on 10, 19, or 29 CL.


 
      
Elorathall
 
PostPosted: Wed, Mar 04 2015, 16:41 PM 

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Naivatkal wrote:
You can only take 5 KC levels, for 23/5/2 or 24/5/1 is maxed on those.


Ah, good to know.

And if I would go for Fighter instead of Paladin, what would a good build be?

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Aurelius: Sunmaster of Amaunator. Contemplative. Aspirant to Transcendance.
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GreatPigeon
 
PostPosted: Wed, Mar 04 2015, 16:53 PM 

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5 KC 15 DC 10 Fighter
20 Fighter 5 KC 5 MS
18 Fighter 10 DC 2 Rogue
10 Fighter 18 DC 2 Rogue

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Overneath
 
PostPosted: Wed, Mar 04 2015, 19:54 PM 

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Coming back first to thank Opustus, Solvaras and bobofwestoregonusa for helping me nail down my gnome. And second for this:

Solvaras wrote:
2 for extend and maximize. (which are invaluable for bards)


This is the first I've heard of maximize spell being a great feat for bards. I assume it's because 5th level has precious few decent buffing spells, and is better as a placeholder for the maximized bull's/cat's/endurance power trio?

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Solvaras
 
PostPosted: Wed, Mar 04 2015, 20:01 PM 

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Overneath wrote:
Coming back first to thank Opustus, Solvaras and bobofwestoregonusa for helping me nail down my gnome. And second for this:

Solvaras wrote:
2 for extend and maximize. (which are invaluable for bards)


This is the first I've heard of maximize spell being a great feat for bards. I assume it's because 5th level has precious few decent buffing spells, and is better as a placeholder for the maximized bull's/cat's/endurance power trio?


Pretty much. It's the guarenteed +5 to stats that helps you gear set easier.


 
      
blackvswhite
 
PostPosted: Wed, Mar 04 2015, 23:43 PM 

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I'm just looking for general build guidelines and suggestions for some character ideas.

I want to make a nice, normal, townsfolk type character, perhaps an old, grumpy human or something. I'm trying to decide how to build someone like that. It would be nice to still be combat acceptable given that this is a combat based game and I don't have infinite time to RP. I was thinking about a crossbow specialist. Would it be possible to make a human crossbowman any good? It's a shame I can't do weaponmaster. It doesn't really make a whole lot of sense to do rogue since I wouldn't try to be that stealthy. Is there a logical build that uses a lot of fighter levels?


 
      
Opustus
 
PostPosted: Wed, Mar 04 2015, 23:59 PM 

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You will have to be either dexterous or very wise to hit a barndoor. Rogue, Ranger, Cleric, Paladin, Monk and BG are practically the only classes I'd ever consider for that concept with 4 levels of Fighter at most. Cleric, Paladin and BG mostly to just barely tolerate the slightly less piddly damage output by means of Divine Might.

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Every time you clock in the morning, I feel you just want to kill
All my innocence while ignoring my purpose to persevere as a better person
I know you heard this and probably in fear
-Kendrick Lamar, good kid


 
      
HorkTheOrk
 
PostPosted: Fri, Mar 06 2015, 23:38 PM 

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Need some help on a build. Well, not PvP focus but I'd hope he could handle himself decently. But I want a build that is more merchant based. With enough skill points in Persuade, Appraise, and Bluff for communication. I want him to be capable of selling the clothing off your back, back to you.

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GreatPigeon
 
PostPosted: Fri, Mar 06 2015, 23:59 PM 

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Joined: 04 May 2009
Location: London, UK

Thats not so much a build as so much your rp.

If you really mean you want to epic hunt and sell epics and have a whole little shopping thingy then do wizard, cleric, or pally.

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HorkTheOrk
 
PostPosted: Sat, Mar 07 2015, 0:08 AM 

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Joined: 02 Jul 2014
Location: Somewhere on Amia.

Alright. Didn't really mean for epic hunting. But more for a RP thing. Communication expert, and all.

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Opustus
 
PostPosted: Sat, Mar 07 2015, 2:12 AM 

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Joined: 18 Jun 2006
Location: Finland

Make a character either based on charisma or skill points; bard, sorcerer, wizard and rogue are solid candidates. Invest in the skills you want.

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Mercedes
 
PostPosted: Sat, Mar 07 2015, 18:31 PM 

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Joined: 14 Dec 2011

Alright I can't seem to find a way to do this.

Any way to make Crossbows viable other than Assassin/SD? They really shouldn't be such a terrible weapon in comparison to the options most other weapons get.


 
      
Rigela
 
PostPosted: Sat, Mar 07 2015, 18:33 PM 

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Joined: 16 Sep 2010
Location: Grimy Old England

A divine might cleric could work, with zen archery I imagine?

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NinjaClarinet
 
PostPosted: Sat, Mar 07 2015, 18:43 PM 



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Joined: 12 Jul 2010

Wisdom based clerics with charisma as a secondary gearing option, and with Divine Might/Shield, make very powerful archers/crossbowers with a little time to buff.


 
      
Mercedes
 
PostPosted: Sat, Mar 07 2015, 18:51 PM 

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Joined: 14 Dec 2011

Doesn't Divine Might only work for a few rounds? I think I'm missing something that explains the potency with available buffs etc. I'm not well versed in cleric.


 
      
Rigela
 
PostPosted: Sat, Mar 07 2015, 18:54 PM 

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Joined: 16 Sep 2010
Location: Grimy Old England

It does (or for you CHA modifier rather) but the general spell buffs all last a long time extended and divine might can be used for extra burst damage as needed if you gear well for it. It makes for a good melee cleric doing that too!

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Mercedes
 
PostPosted: Sat, Mar 07 2015, 19:02 PM 

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Joined: 14 Dec 2011

Sounds like the Wis/Cha/Str stat juggle would be difficult. Hmmm.


 
      
Rigela
 
PostPosted: Sat, Mar 07 2015, 19:14 PM 

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Joined: 16 Sep 2010
Location: Grimy Old England

You'd only need 13 str as an archer, 18/20 Charisma, then the rest in Wisdom. Without buffs you won't be much, so you will be relying on them a lot - but it will get your ab up nicely and lovely damage. May need to pull back on dex/con to manage it, depending on race but it's doable I think. Someone more versed in such a build might be able to give you actual numbers though as I've not actually done a proper one myself before.

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Mercedes
 
PostPosted: Sat, Mar 07 2015, 20:22 PM 

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Joined: 14 Dec 2011

Thank you! Running the numbers now. Feats are rough for this one.


 
      
Ylaern
 
PostPosted: Sat, Mar 07 2015, 22:44 PM 



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Joined: 28 May 2013

Quick question, I messed up my starting stats and didnt take enough intelligence for IKD. Is it worth losing 2 points of dex, but gaining IKD and a spare epic feat or should I just keep good ol' fashioned knockdown and muddle through?


 
      
HorkTheOrk
 
PostPosted: Sat, Mar 07 2015, 22:47 PM 

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Joined: 02 Jul 2014
Location: Somewhere on Amia.

If your build is Dex focused, just ignore the IKD. Losing two points of Dex damages your AC / AB.

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June Lucaus - Division One Marksmen.


Available RP Times : Weekdays [4:30 PM - 10:30 PM]
Weekends [10:00 AM - whenever.]
[/ac]


 
      
TheWok
 
PostPosted: Sun, Mar 08 2015, 15:43 PM 



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Joined: 26 Feb 2015

Can Expertise be used in any druid forms? Or is it the same as Shifter?


 
      
bobofwestoregonusa
 
PostPosted: Wed, Mar 11 2015, 17:16 PM 

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Joined: 09 Jun 2012
Location: Eastern Washington

Expertise Mode works when polymorphed in druid and shifter forms just fine. However when you use your casting abilities (like the death slaad's acid bolt), you turn deactivate Expertise Mode to do so.

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That Guy
 
PostPosted: Wed, Mar 11 2015, 17:59 PM 

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Joined: 13 Nov 2014

Mercedes:

If you used Human....

14 for STR, INT and WIS
10 DEX and CON
15 CHA

Put 3 points into CHA, and 4 into WIS.
Pre Epic: 16 cleric / 4 fighter
Final: 23 cleric / 5 fighter / 2 rogue

Feats:
Power Attack
Divine Might
Diving Shield
Focus Crossbow
Improved Crit Crossbow
Extend Spells
Zen Archery
Weapon spec Crossbow
Point Blank Shot
Rapid Shot
One Extra Feat....

Epic Feats:
Epic Focus Crossbow
Epic Weapon spec Crossbow
Great Wis
Great Wis
Armor Skin

You will end with a 20 WIS and an 18 CHA

To do the most damage and have the highest AB:
Greater Magic Weapon on the crossbow
Divine Power (+4 AB)
Divine Favor (+5 AB/ damage)
Prayer (+1 AB/Damage)
Battletide (+2 AB/Damage)
Divine Might (+10 divine damage)

Your AB should be 52 like this. Damage max is 31+ your bolts of choice. Also, your crit range is 17-20, which is pretty decent.

Additionally... in melee (max your STR), you can achieve 61 AC, and an AB of 46 with good damage (sword and board of course)

This is essentially the WIS based version of my character Chance. He's STR based, and relies on a longsword, but, can achieve mid 40's for AB with ranged weapons too.


 
      
Mercedes
 
PostPosted: Wed, Mar 11 2015, 18:03 PM 

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Joined: 14 Dec 2011

Could an Aasimar pump more out of that build? Also, being ranged, is it possible to grab Mummy dust?

I don't know cleric mechanics well, but most I see are very deep in spells sting but also melee well. Seems like a ranged cleric with less spell focus in the build would get beaten up a lot.


 
      
That Guy
 
PostPosted: Wed, Mar 11 2015, 18:09 PM 

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Joined: 13 Nov 2014

An aasimar would get one less feat, so.. delete Armor Skin?

They'd gain 1 higher AB, and 1 more divine damage.... also, an extra spell slot or two.

If you really wanted Mummy Dust, you'd have to give up the two great WIS and keep Armor skin as an aasimar, but, sure, can be done. You could even swap 2 CHA for 2 WIS, keeping the 53 potential AB and 10 CHA mod, gaining Mummy Dust in the process as an aasimar.

And yeah, a cleric is like a spellsword.... well, they are spellswords if they fight.


 
      
HorkTheOrk
 
PostPosted: Sat, Mar 14 2015, 15:31 PM 

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Joined: 02 Jul 2014
Location: Somewhere on Amia.

Hoping someone could help me out with a new character concept. So far all the old ones I have, I have failed with doing due to inability to find what I was looking for concept wise. But I think this concept will be quite fair, and doable. Looking for a Thief kind of build. Dex based Rouge, with skills in Open Lock, Pick Pocket, e.t.c.

Regards,
H.T.O

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Hork the Ork - Barbarian Ogrillion. [ac]
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Available RP Times : Weekdays [4:30 PM - 10:30 PM]
Weekends [10:00 AM - whenever.]
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