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wolfurt
 
PostPosted: Tue, Jun 18 2013, 23:02 PM 

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Removed, as this has been answered! :D

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Last edited by wolfurt on Sun, Jun 23 2013, 22:23 PM, edited 1 time in total.

 
      
tearsofthewyrm
 
PostPosted: Wed, Jun 19 2013, 1:21 AM 

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As an aside, the extra damage from a sneak is not multiplied on a critical. Anyway, Blindfight is a lot better then Improved Knockdown and you should never even plan to take a general feat in epic.

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wolfurt
 
PostPosted: Wed, Jun 19 2013, 2:20 AM 

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tearsofthewyrm wrote:
As an aside, the extra damage from a sneak is not multiplied on a critical. Anyway, Blindfight is a lot better then Improved Knockdown and you should never even plan to take a general feat in epic.



Yes, sneaks do not. But EWS, elemental damage, base weapon damage, STR damage, and some nice weapons with 1d10 bludgeoning damage on them get multiplied. Losing 1 AB and delaying Blind Fight until epic levels doesn't seem to horrible, since that route would have a 15% higher chance to crit.

It's 35% vs. 50% and lose an AB.

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tearsofthewyrm
 
PostPosted: Wed, Jun 19 2013, 2:25 AM 

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Since you seem so set, why ask about it here? The long and the short of the matter is, taking a general feat on an epic level is such a waste and Blindfight is virtually essential for any character who plans to melee.

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Cerpin Taxt
 
PostPosted: Wed, Jun 19 2013, 4:54 AM 

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wolfurt wrote:
tearsofthewyrm wrote:
As an aside, the extra damage from a sneak is not multiplied on a critical. Anyway, Blindfight is a lot better then Improved Knockdown and you should never even plan to take a general feat in epic.



Yes, sneaks do not. But EWS, elemental damage, base weapon damage, STR damage, and some nice weapons with 1d10 bludgeoning damage on them get multiplied. Losing 1 AB and delaying Blind Fight until epic levels doesn't seem to horrible, since that route would have a 15% higher chance to crit.

It's 35% vs. 50% and lose an AB.


It's 40% chance vs 55% chance to crit. The first number is counted as a critical, if it wasn't, then 20/xY would never be able to crit without keen or feat investments.

Epic prowess is shit, don't even consider it an epic feat. Since you're a small character, improved knockdown is the better choice. If you have hide and move silently, or some other way to ensure you can get sneak attacks, you will be able to hit anything that isn't an uncanny dodge dexer anyway. 1 ab won't mean a thing.

As for the damage difference between shortsword and kukri:
kukri: 1d4; 10-20/x3
shortsword: 1d6; 13-20/x3

1d4= 2.5 average; 7.5 crit average
1d6= 3.5 average; 10.5 crit average
3.5-2.5= 1
10.5-7.5= 3

1x.6= .6
3x.4= 1.2
total average= 1.8

kukri:
[2.5+6 (weapon spec)= 8.5]x .45= 3.825
[8.5x3= 25.5]x .55= 14.025
= 17.85 damage on average

shortsword:
[3.5+6= 9.5]x .6= 5.7
[9.5x3= 28.5]x .4= 11.4
= 17.1 damage on average

The difference in their average damage is 1, and 3 on a critical, which comes out to be 1.8.
Kukri however has 15% more crits, which will net a higher damage output over all. From the math I showed you, that is only the base stuff, without enhancement bonuses, elemental damage, or massive criticals, all of which will scale better with kukri than shortsword. The sneaks you have scale equally between the two weapons and will shift the damage closer together.

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Mobile_Svensk
 
PostPosted: Wed, Jun 19 2013, 4:58 AM 

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WHAT? EPIC PROWESS ISN'T SHIT! HERESY! HERESY!

On a serious note - In a game where everything is about AC and AB, Having one extra AB could mean life or death. Especially on amia.
Here you get #1 High AB, #2 High AC, #3 High Fortitude.

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Cerpin Taxt
 
PostPosted: Wed, Jun 19 2013, 5:14 AM 

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Very_Svensk wrote:
WHAT? EPIC PROWESS ISN'T SHIT! HERESY! HERESY!

On a serious note - In a game where everything is about AC and AB, Having one extra AB could mean life or death. Especially on amia.
Here you get #1 High AB, #2 High AC, #3 High Fortitude.


When the alternatives are going without blind fight or improved knockdown on a kobold, epic prowess becomes the fat kid in the gym class. At it's most efficient, it is a 50% increased chance to hit. You will get much more out of the -11 to -27 ac you get by flatfoot or knockdown.

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Mobile_Svensk
 
PostPosted: Wed, Jun 19 2013, 5:20 AM 

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Cerpin Taxt wrote:
Very_Svensk wrote:
WHAT? EPIC PROWESS ISN'T SHIT! HERESY! HERESY!

On a serious note - In a game where everything is about AC and AB, Having one extra AB could mean life or death. Especially on amia.
Here you get #1 High AB, #2 High AC, #3 High Fortitude.


When the alternatives are going without blind fight or improved knockdown on a kobold, epic prowess becomes the fat kid in the gym class. At it's most efficient, it is a 50% increased chance to hit. You will get much more out of the -11 to -27 ac you get by flatfoot or knockdown.


True. That build should not have IKD.

Blind fight and Exotic weapons are preferred. There are a pair of gloves that provides Ambidexterity and Two-weapon fighting in the Abyssal shop you can buy. Then you could jump around with 5 attacks (dubble kukri) and 10-20 Crit range.

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Naivatkal
 
PostPosted: Wed, Jun 19 2013, 5:39 AM 

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Building around items that provide feats is silly because items (see the KD ring) can change.

The only exception I can think of is the sneak attack items and 0 ASF armor, and even the latter could suddenly disappear.

Though, the chance of things changing is dependent on their overpoweredness (again, KD ring) but I don't know is the Ambidex/TWF item is OP compared to what you loose by not having a different item in that slot.

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Naivatkal
 
PostPosted: Fri, Jun 21 2013, 4:14 AM 

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So I'm trying a druid build and can't wrap my mind around the feats and such. First time really looking at one.

I think I've decided on a Human 28 Druid/1 Ranger/1 Bard with stats of 12 STR, 8 DEX, 12 CON, 18 (26) WIS, 14 INT, 8 CHA.

01: Druid(1) [Two free feats here]
03: Druid(3): Extend Spell
06: Druid(6): Brew Potion
09: Druid(9): Maximize Spell
12: Druid(12): Zen Archery
15: Druid(15): Spell Focus: Conjuration
18: Druid(18): Skill Focus: Spot
21: Druid(21): Epic Spell: Mummy Dust
24: Druid(24): Great Wisdom I, [One free feat here]
27: Druid(27): Great Wisdom II, (WIS=26)
28: Druid(28): Greater Spell Focus: Conjuration
29: Bard(1)
30: Ranger(1): Epic Skill Focus: Spot, Epic Spell Focus: Conjuration

Animal Empathy 33(32), Concentration 33(34), Discipline 33(34), Lore 14(17), Spellcraft 29(31), Spot 33(54), Tumble 30(29), UMD 26(25)


1) Is there any real need for UMD on a druid, though? Anything they can really use?

2) Definitely taking ESF: Conj, yus.

3) Should I shoot for base 26 or 28 WIS?

4) I'm not sold on Zen Archery and Brew Potion, I plugged those in for the other feats I couldn't think of to place.

5) Maybe another ESF?

6) Any other epic feat ideas? I really don't know what a druid should take.

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Aeqvinox
 
PostPosted: Fri, Jun 21 2013, 10:20 AM 

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1. UMD is always nice to have, in this case you have room both for a level of bard, and the skill points, so unless you decide on some significant change that would prevent you from taking it...

2. Yus.

3. Not a big deal. Going for 28 would cost you 3 epic feats total which is a lot, if you stick with human, 2 feats with a human subrace with +1 wis.

4. Brew Potion kind of useless, unless you want to go for some special requested thingies. Craft Wand might be a better idea if you want to make monies on Mass Camo and Freedom wands.

Zen Archery in this case is nearly worthless, because 3 APR, no PBS nor RS, no good way of increasing your damage other than Blood Frenzy. If you're focusing on spellcasting, focus on spellcasting. You'd have like 4x (1d8 +10 +2d6) = ~84 damage per round at best, at ~40 AB, that is hardly worth the hassle.

On the other hand, given the fact that druids don't get a ton of spell slots, and that they have rather decent crowd control (Stonehold, SoV, companion+EMD etc), if you really want to make use of that style in pve, here's what you could do. Get 5 Fighter levels for 4'th attack and EWS, get WF, EWF, PBS, RS. Now you have 6x (1d8 +16 +2d6) = ~126 damage per round at ~45 AB. That kind of damage is still crappy mind you, but at least it's a way of conserving spells - you cast Grease, Stonehold, SoV, and instead of finishing up the mob with damaging spells, or waiting for your summons to do it (during which time some mobs might snap out of it), you poke them full of holes with propelled sharp sticks. The only downside is losing the 25'th druid level, if you still want to take a skilldump, so that is a slightly weaker companion (-1 regen, -2 ab), 1d8 less on Earthquake, +4 Blood Frenzy, no Elder Elemental Shape. You also drop to 5 epic feats total, so EWF, ESF, GWis1, EMD and EWS (ESkF:Spot is not necessary with +14 wis mod).

Crowd control builds are amongst my personal favorites; it's a fun and rewarding playstyle, that gives you the satisfaction of efficient and effective way of fighting. Druids are definitely suited for that job, perhaps more than just pure spellcasting.

5. Nah.

6. Zen Archer suggestion aside, if you want to stick with what you've sketched, you've taken 1 GWis too much, and again - ESkF:Spot not necessary with +14 wis mod. Your spot would be 110, and 100 is good enough most of the time anyway, unless against the most dedicated sneaker builds that might possibly get up to 120. Even if you run into those, i'm sure seeing your foes won't have much effect on the outcome anyway. It doesn't help your summons to see, your spells are mostly AoE, and for the targeted ones like Harm or Inferno, they'll show themselves eventually if they want to attack you.

Armor Skin, Greater Ruin.

For pre-epic feats, Silent Spell. With that, on top of Empower and Maximize, you can have Stoneholds on 6'th, 7'th, 8'th and even 9'th level spell slots. Helps manage your spellbook, though you'd have to figure out for yourself if the 7'th level circle is not needed for something more crucial. I'm no expert.

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Last edited by Aeqvinox on Fri, Jun 21 2013, 10:47 AM, edited 1 time in total.

 
      
Aeqvinox
 
PostPosted: Fri, Jun 21 2013, 10:41 AM 

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Because i was bored.

Druid24/FTR5/Bard or Rogue1


1. Ffolk
STR 11 -1
DEX 14
CON 11 +1
INT 13 -1
WIS 17 +1(26)
CHA 08

2. Ffolk (extra epic feat)
STR 11 -1
DEX 13
CON 09 +1
INT 13 -1
WIS 18 +1(26)
CHA 08

Pre-epic feats 8+3: Extend, Maximize, Zen, SF:Conj, GSF:Conj, WF, PBS, RS, WSpec, *, *. (*SF:Spot, Silent Spell, ICrit, Toughness, Craft Wand, Called Shot...)
Epic feats 5: EWF, EWS, EMD, ESF:Conj, *. (*GWis1 if Ffolk 1, GRuin/ESkF/Ramor Skin if Ffolk 2)

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Mobile_Svensk
 
PostPosted: Fri, Jun 21 2013, 13:00 PM 

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Problems with druids and UMD is that most things UMD permits them to use are in violation of their oath.

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Remal
 
PostPosted: Fri, Jun 21 2013, 13:25 PM 

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Very_Svensk wrote:
Problems with druids and UMD is that most things UMD permits them to use are in violation of their oath.


I believe arcane wands and scrolls are by far most important stuff you need UMD for. Improved invisibility, Haste, Shadow Conjuration: Mage Armor, Clarity, Disjunction, Greater Sanctuary etc. are all nice things to have.
Also, many folks forget one thing considering heavy armor and shields: ironwood. Armorer can use it to craft base full plate/tower shield which then can be improved by mythals. Of course, it's not as good as some stuff you can find on the server, but it's always an option.

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Naivatkal
 
PostPosted: Fri, Jun 21 2013, 14:45 PM 

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Very_Svensk wrote:
Problems with druids and UMD is that most things UMD permits them to use are in violation of their oath.

That's what I was worried about, though Remal makes a good point. However if it's system crafted ironwood, I wouldn't even need UMD for those, would I? So does a druid need to make out UMD like any others? The only things I can think of that would be of use is monk stuff since it's all typically cloth and mostly non-metal, right?

Also, potentially revised. I tossed in ESF: Evoc because EQ.

STR: 12
DEX: 8
CON: 12
WIS: 18 (26)
INT: 14
CHA: 8

01: Druid(1): Luck of Heroes, Spell Focus: Conjuration
03: Druid(3): Extend Spell
06: Druid(6): Craft Wand
09: Druid(9): Maximize Spell
12: Druid(12): Silent Spell
15: Druid(15): Spell Focus: Evocation
18: Druid(18): Greater Spell Focus: Conjuration
21: Druid(21): Epic Spell: Mummy Dust
24: Druid(24): Epic Spell: Greater Ruin, Epic Spell Focus: Conjuration
27: Druid(27): Armor Skin
28: Druid(28): Greater Spell Focus: Evocation
29: Bard(1)
30: Ranger(1): Great Wisdom I, Epic Spell Focus: Evocation

Animal Empathy 33(32), Concentration 33(34), Discipline 33(34), Lore 14(17), Spellcraft 29(31), Spot 33(41), Tumble 30(29), UMD 26(25)


1) Pulled Brew in favor of Craft since it's superior for saving your spell slots. Shorter duration but you get more uses out of a wand so you can not slot stuff like Freedom and Mass Camouflage and stuff. Usually a better choice for casters because of the versatility it provides, in my opinion.

2) Dropped in ESF Evoc because, again, EQ, lol Plus Sunbeam and stuff.

3) Luck of Heroes could get replaced with Empower, I've just never seen a need for that spell. It's too circumstantial in my opinion.

4) Spot should be good, it will end up at 97 max (33 base + 8 WIS + 6 gear + 50 spot = 97) so that should see just about anyone, neh?

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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Mobile_Svensk
 
PostPosted: Fri, Jun 21 2013, 15:01 PM 

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Druids need

#1 Extend
#2 Silent (Debatable; More important on Clerics) Or You can take (Called shot!)
#3 Empower (Debatable; More important on Clerics) Or You can take (Zen Archery!)
#4 Maximize
#5 Spell focus
#6 Greater spell focus
#7 Another Spell focus
#8 Another greater spell focus

In epic they either go for Dragonshape, or they go for Heavy Spell focus. Which route are you taking?

Moshingchris wrote:
Ffolk and Mulan are the only subraces that fit it however. And since I've been asked for the build numerous times here it is.

The Mulan dieties of nature you can choose from easily (I'm not saying you have to choose them):
Isis, Anhur, Osiris
or Kossuth if your Thayan

Ffolk i believe generally venerate Chauntea whom they call the Earth Mother.

Mulan
28 Druid 1 Ranger 1 Rogue
13STR 13(12)DEX 8CON 12INT 18(19)WIS 8CHA

Feats: Extend Spell, Maximise, SF: Conj, SF: Evo, GSF: Conj, GSF: Evo, Zen Archery, Called Shot (best use of the free slot)

Druid 21: Great Wisdom 1
Druid 22:
Druid 23:
Druid 24: Great Wisdom 2, 3
Druid 25:
Druid 26:
Rogue 27: Great Wisdom 4
Druid 28:
Ranger 29: ESF: Evo
Druid 30: Dragonshape, Epic Mummy Dust

Skills: Tumble 30, Spot 32, Discipline 32, Animal Empathy, UMD: 30

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Naivatkal
 
PostPosted: Fri, Jun 21 2013, 19:09 PM 

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Definitely going spell heavy, hence the dual Conj/Evoc foci. Zen Archery is only really good for id you already have them in Stonehold I take it, right? Pick them off after crowd control is done, eh?

Also, why don't you have any ESF listed? Any reason you stopped at GSF? And I thought about Dragonshape, but not the point of the build. Just wanted a caster druid lol


edit: And why rogue? <-- Nevermind, that was in Mosh's portion. I get why, lol.


Separate question
What are the merits of having Brew Potion or Craft Wand on a Paladin? I have an idea for a Pally and came up with this:
Paladin(24), Champion of Torm(4), Rogue(2), Mulan

STR: 14 (20)
DEX: 8
CON: 14
WIS: 14
INT: 14
CHA: 14 (16)

01: Paladin(1): Power Attack, Weapon Focus: Longsword
03: Paladin(3): Divine Shield
06: Paladin(6): Extend Spell
09: Paladin(9): Improved Critical: Longsword
12: Paladin(12): Brew Potion
15: Paladin(15): Divine Might
18: Paladin(18): Craft Wand
19: Champion of Torm(1)
20: Champion of Torm(2): Blind Fight
21: Champion of Torm(3): Epic Weapon Focus: Longsword
22: Champion of Torm(4): Epic Prowess
27: Paladin(23): Great Strength I
28: Rogue(1)
29: Rogue(2)
30: Paladin(24): Armor Skin

Concentration 33(35), Discipline 33(38), Lore 26(28), Taunt 33(36), Tumble 30(29), UMD 22(25)

Hitpoints: 352
Saving Throws (Fortitude/Will/Reflex): 27/19/18


Paladins still elude me to a certain extent, but I gather even the above would be disgusting what with saves and the potential for AB a Pally inherently gets. I'm just not sure if Brew/Craft actually can be of use. It seems like only Bless Weapon is useful to be brewed. The only reason for the two feats are for saving spell slots (ie potions of Bless Weapon instead of slotting it). Granted you use more potions/charges than slots but it still frees that slot up. I don't know if pallies run into spell slot issues, but I think the flexibility could be useful.

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Whomst've'll'd'mn't I play:
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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Mobile_Svensk
 
PostPosted: Fri, Jun 21 2013, 19:12 PM 

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Only paladin benefit from holy avenger wands. So your customer basis will be rather thin. Clerics are better suited to have brew potion and craft wand. Especially scribe scroll. (Greater restoration)

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Naivatkal
 
PostPosted: Fri, Jun 21 2013, 19:14 PM 

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Very_Svensk wrote:
Only paladin benefit from holy avenger wands. So your customer basis will be rather thin. Clerics are better suited to have brew potion and craft wand. Especially scribe scroll. (Greater restoration)

Hehe, I know people love my wand/scroll cleric :3

What about the pots/wands for spell slot saving though? It's handy on mages (and even on my cleric so she doesn't have to cast Haste all the time), but I dunno if Pallies run into slot issues? Do they generally have enough base slots?

edit: Oh, and any suggestions on what to replace one or both with? Only other things I could see were Great Fort and such. Doesn't seem to need anything else.

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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


Last edited by Naivatkal on Fri, Jun 21 2013, 19:23 PM, edited 1 time in total.

 
      
serbiris
 
PostPosted: Fri, Jun 21 2013, 19:21 PM 

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I'm sad that Waukeen doesn't sponsor paladins (I think) because a wand/potion crafting Waukeenar paladin would be great.

Death Ward wands are still great, though.

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Naivatkal
 
PostPosted: Fri, Jun 21 2013, 19:23 PM 

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Hah, yeah, people love those.

Thinking about feats, though,KD/IKD might be decent. I know there's a big rift between if a pally should use them, but against undead at the least I don't see an issue with it (or in times of dire need). I forgot I also had two free epic feats. Plugged Epic Fort into one, no clue on the other. I could bring all four DC levels to pre-epic though and replace Brew Potion and the free one from DC 4 with KD/IKD though and still keep Craft Wand. Hum.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Righteous Anger
 
PostPosted: Sat, Jun 22 2013, 5:05 AM 

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Naivatkal wrote:
Hah, yeah, people love those.

Thinking about feats, though,KD/IKD might be decent. I know there's a big rift between if a pally should use them, but against undead at the least I don't see an issue with it (or in times of dire need). I forgot I also had two free epic feats. Plugged Epic Fort into one, no clue on the other. I could bring all four DC levels to pre-epic though and replace Brew Potion and the free one from DC 4 with KD/IKD though and still keep Craft Wand. Hum.


Whether or not a paladin should use X tactic or Y ability if you feel like it's edgy - which it usually isn't, people are just stupid and assume paladins can do nothing, mind you - is wholly decided by their deity and that deity's dogma. For example: Helm not only won't give two shits about three shits when you knock down that invading enemy, he'll probably cheer from the celestial sidelines. Well, he would -- if he wasn't a stoic badass.

Anyway, back to more important stuff: If you're going for a hybrid build your base stats should be better. 18 base charisma is something important, and finalizing on at least 22 strength would be wise. If you have to drop constitution to 10 to finagle those numbers (or even 8), it won't be that big of a deal.

Also: With high melee AB and the ability to dump Taunt on top of your other skills, I highly recommend making use of IKD.

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Naivatkal
 
PostPosted: Sat, Jun 22 2013, 5:31 AM 

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Well unfortunately in order to get 18 CHA and 22 STR I'd need to drop CON to 8 and INT to 13 and then DEX to 8 (7), which means I have to completely drop Lore and still yet another 7 skill points. And I can't see having a sub-10 CON pally, that just looks sad, lol.

Why is 18 CHA important? I can understand why 22 STR is better than 20 STR, and even the +1 to saves from CHA is understandable but you termed it as important ;p

I could probably live with 10 CON and 22 STR, the +1 uni saves from Divine Grace is less important in my eyes. 14 CON was just to keep it beefy with the HP. Though, really, how big of a deal is the +1 AB? Way I figure it:

25 base + 5 STR + 6 gear + 3 WF/EWF + 1 Prowess = 40 AB + 5 GMW + 5 Divine Favor + 1 Bless = 51 AB (52 with Prayer)

Does the extra +1 ab/dmg make that much of a difference? Probably does, it just usually boggles my mind, lol

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Khasir :: From the East a storm is coming


 
      
Righteous Anger
 
PostPosted: Sat, Jun 22 2013, 6:08 AM 

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Naivatkal wrote:
Well unfortunately in order to get 18 CHA and 22 STR I'd need to drop CON to 8 and INT to 13 and then DEX to 8 (7), which means I have to completely drop Lore and still yet another 7 skill points. And I can't see having a sub-10 CON pally, that just looks sad, lol.

Why is 18 CHA important? I can understand why 22 STR is better than 20 STR, and even the +1 to saves from CHA is understandable but you termed it as important ;p

I could probably live with 10 CON and 22 STR, the +1 uni saves from Divine Grace is less important in my eyes. 14 CON was just to keep it beefy with the HP. Though, really, how big of a deal is the +1 AB? Way I figure it:

25 base + 5 STR + 6 gear + 3 WF/EWF + 1 Prowess = 40 AB + 5 GMW + 5 Divine Favor + 1 Bless = 51 AB (52 with Prayer)

Does the extra +1 ab/dmg make that much of a difference? Probably does, it just usually boggles my mind, lol


You want 18 Charisma because it maximizes your Dodge AC via Divine Shield.

10 Rounds of +10 Divine Damage, unresistable, and 10 rounds of +10 Dodge AC (which, with +5 from boots, +4 from haste, and +1 from mage armor, makes +20) is more important than +1 AB/Damage.

In your AB calculation you're also missing Aid, by the way.

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Naivatkal
 
PostPosted: Sat, Jun 22 2013, 6:35 AM 

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Weird, I didn't notice Aid in the spell list for some reason haha.

I'll go the CHA 18 route, then, since that makes a ton more sense.

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Righteous Anger
 
PostPosted: Sat, Jun 22 2013, 7:03 AM 

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Naivatkal wrote:
Weird, I didn't notice Aid in the spell list for some reason haha.

I'll go the CHA 18 route, then, since that makes a ton more sense.


I also highly recommend going 10 Champion of Torm or going 4 Fighter. 4 Champion of Torm isn't as good as either of the others.

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Remal
 
PostPosted: Sat, Jun 22 2013, 10:47 AM 

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Naivatkal wrote:
Very_Svensk wrote:
Problems with druids and UMD is that most things UMD permits them to use are in violation of their oath.

That's what I was worried about, though Remal makes a good point. However if it's system crafted ironwood, I wouldn't even need UMD for those, would I? So does a druid need to make out UMD like any others? The only things I can think of that would be of use is monk stuff since it's all typically cloth and mostly non-metal, right?


You'll need armor and shield proficiency for full plate/tower shield, of course.
As UMD is concerned, just get 10-15 ranks, to use all wands/scrolls.

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Naivatkal
 
PostPosted: Sat, Jun 22 2013, 15:01 PM 

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Righteous Anger wrote:
Naivatkal wrote:
Weird, I didn't notice Aid in the spell list for some reason haha.

I'll go the CHA 18 route, then, since that makes a ton more sense.


I also highly recommend going 10 Champion of Torm or going 4 Fighter. 4 Champion of Torm isn't as good as either of the others.

I suppose, in a way. You loose +2 uni saves and gain WS/EWS.

As for 10 DC, newp. He's Pally-focused :p

Remal wrote:
You'll need armor and shield proficiency for full plate/tower shield, of course.
As UMD is concerned, just get 10-15 ranks, to use all wands/scrolls.

Well the build gets light/medium/shields from ranger/bard, so that's fine. With UMD, though, that low of UMD won't let you use monk stuff so that kind of sucks.

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Mobile_Svensk
 
PostPosted: Sat, Jun 22 2013, 15:37 PM 

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Naivatkal wrote:
Very_Svensk wrote:
Only paladin benefit from holy avenger wands. So your customer basis will be rather thin. Clerics are better suited to have brew potion and craft wand. Especially scribe scroll. (Greater restoration)

Hehe, I know people love my wand/scroll cleric :3

What about the pots/wands for spell slot saving though? It's handy on mages (and even on my cleric so she doesn't have to cast Haste all the time), but I dunno if Pallies run into slot issues? Do they generally have enough base slots?

edit: Oh, and any suggestions on what to replace one or both with? Only other things I could see were Great Fort and such. Doesn't seem to need anything else.


A trick / Travel Waukeen priest would be a rather cool wand and potion maker. He can make all the wands people need and even more so. I smell a character concept coming up. Especially since waukeen is the patron god of Black market trade, too :D

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BeautifulLie
 
PostPosted: Sun, Jun 23 2013, 15:50 PM 

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How usefull is Auto Quicken and can rank 3 of it be reached on Amia? If so, how?

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serbiris
 
PostPosted: Sun, Jun 23 2013, 16:07 PM 

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The general consensus is that it's not really worth it, but there are some who would argue against that. It's a neat tool of convenience and its PvP utility comes out when you're faced with quick-draw PvP, as it saves having to haste up. It is marginally better for caster clerics who lack the luxury of easily-accessible haste.

To acquire it simply meet the prerequisites on level 27 exactly (namely, Quicken Spell & 30 spellcraft), and take Auto-Quicken 1. Then your next bonus feat needs to go towards it, so make sure it's a class which has it on the list (I think all primary casters get it, but don't quote me on that). Then your level 30 feat also needs to go to it. I don't think it's possible to get Auto-quicken 3 if the character is a level-adjusted race, but there might be a way.

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BeautifulLie
 
PostPosted: Sun, Jun 23 2013, 16:35 PM 

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Interesting and ty for the response. Was digging up with the search engine and things did seem to be quite confusing / muddled with various opinions.

As a second question can anyone tell me what benefits come from having 40 Int vs 38? (this is with the +12 added in if anyone was confused.)

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tearsofthewyrm
 
PostPosted: Sun, Jun 23 2013, 16:47 PM 

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Auto-Quicken 3 is actually amazing. That first spell advantage could mean winning or losing, not to mention being dispelled.

The difference between 2 points of INT is pretty much just an extra DC on spells.

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Laiquendi Ohtar
 
PostPosted: Sun, Jun 23 2013, 16:48 PM 

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BeautifulLie wrote:
As a second question can anyone tell me what benefits come from having 40 Int vs 38? (this is with the +12 added in if anyone was confused.)


+1 to spell DC rolls, + to will saves, and some additional wizard spell slots.

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BeautifulLie
 
PostPosted: Sun, Jun 23 2013, 17:00 PM 

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Apollogies for the deluge of questions that could probably searched out on google but how can I calculate a potential DC for a spell? Lets say 29 Wizard, 38 Int, Epic Spell Focus. What numbers would that give me?

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serbiris
 
PostPosted: Sun, Jun 23 2013, 17:57 PM 

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Off the top of my head DC = 10 + Spell level (That's the level of the /spell/ you're casting, your character level doesn't count) + Casting mod (Int for wizards, cha for sorcs, etc) + 2 per spell focus (so +6 with Epic Spell Focus, in total).

As an example, Wail of the Banshee cast by a Int 40 wizard with Epic Spell Focus: Necromancy should have a DC of 40 (10+15+6+9).

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BeautifulLie
 
PostPosted: Sun, Jun 23 2013, 19:11 PM 

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The reason for my deluge of questions is I need to rebuild Nyp and fix some of her build (a lot of bad feat choices). I'm trying to figure out how I can better her for both PvM and PvP if it comes my way. I was pondering going ESF: Transmutation for Flesh to Stone spell and trying to think of how to max my DC on it so it has a fair chance of success. Admittedly people turned to stone are technically easily killed but it's not my nature to break them afterwards it's just in my mind a efficient way to stop fights. Currently my base int is 26 so i'm pondering if in a rebuild I should put it at 28 (which I think would just need Greater Int 1) for 40 int. Of course these are just ideas that roam about and i'm still not really sure how to fix / better my fairy so she can handle people that might choose to try and hurt her. :|

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PaladinOfSune
 
PostPosted: Sun, Jun 23 2013, 19:39 PM 

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Don't go for the spell school which seems the most powerful. That's just wasting RP potential on a wizard.

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BeautifulLie
 
PostPosted: Sun, Jun 23 2013, 21:00 PM 

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PaladinOfSune wrote:
Don't go for the spell school which seems the most powerful. That's just wasting RP potential on a wizard.


If I was doing that i'd go back to Epic Necromancy and spam banshee's wail in every fight. But I don't and frankly I don't want to. What I want is to know that I can effectively hunt epic bosses (which I can't because of my own faults) and survive or better yet -win- when someone chooses to smack me down. Which to be blunt and yes somewhat bitter, is never the case for me. I have... a very limited understanding of building and a very limited understanding of how to do well in combat scenarios. Much to my detriment despite being a long time player. An example is in that my spell focus feats currently are ESF: Enchantment, ESF: Conjuration and GSF: Evocation. As such I desire to fix thing and for the record I have been Transmutation before and Necromancy before admittedly i'm also forever bound to my poor ((RP)) choice of going wizard when I technically should be a sorcerer simply because I as a player back then and today still have no clue how to be a sorcerer (also i'm slightly OCD and I wanted -every- spell I could get >_< haha)

Anyways I ramble and I do apologize if I come off as hostile as such is not my intent, this is just a... sore spot for me. As a side note I don't think fey technically 'have' spell schools as they're supposed to be inherent masters of magic that manipulate the world around them in accordance to fey laws. Continued rambling is that I as a player am continuing to strive to gather fey lore and expand on how I should -really- play the race in concordance with the character. There are some things I can't change I know but what I can I would like to... er sorry i'm becoming a wall of discordant text.

Edit: As a note if it were possible to remake Nyp as a proper Sorcerer build I would but it my understanding that I cannot start her from scratch again so i'm stuck as a wizard. Not that I mind just mentioning that RP'ly speaking the fey should've been a sorc and it was my, the player's, fault for choosing the 'wrong' lore class. I think?

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Aeqvinox
 
PostPosted: Mon, Jun 24 2013, 11:37 AM 

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You can rebuild your character from scratch as a different class. It just might be a bit more difficult.

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Mobile_Svensk
 
PostPosted: Mon, Jun 24 2013, 14:29 PM 

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BeautifulLie wrote:
How usefull is Auto Quicken and can rank 3 of it be reached on Amia? If so, how?


An auto-Quicken caster Cleric is a sight to behold.

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BeautifulLie
 
PostPosted: Mon, Jun 24 2013, 16:42 PM 

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Aeqvinox wrote:
You can rebuild your character from scratch as a different class. It just might be a bit more difficult.



Negative, Nyp is a true fairy not a fey-touched. Rebuilding her from scratch would remove her race to my understanding from talking with a few DMs. I was told it's not possible to rebuild a fairy from scratch. As such I am stuck as a wizard (This is fine, I merely mentioned it because later lore searching and... dare I say maturity as a player, made me aware that wizard was not the 'correct' class choice for my race/character.). If I was wrongly informed then well that does open a new door -but- I think I would need to speak with the DMs and get their guidance. I've been told Hackums(spelling?) is rather knowledgeable on that subject.

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Silkelock
 
PostPosted: Fri, Jun 28 2013, 21:42 PM 

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Lazy git here, does Imbue Arrow work with scrolls or are the actual spells required to be cast on the arrows?

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ChickenChaser63
 
PostPosted: Sat, Jun 29 2013, 14:39 PM 

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Scrolls work from what I understand

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Naivatkal
 
PostPosted: Sat, Jun 29 2013, 14:39 PM 

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ChickenChaser63 wrote:
Scrolls work from what I understand

^

Unless I have been lied to! lol

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Charles1810
 
PostPosted: Sun, Jun 30 2013, 0:21 AM 

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Naivatkal wrote:
ChickenChaser63 wrote:
Scrolls work from what I understand

^

Unless I have been lied to! lol


Actually if I recall anything works. Such as items with 1/day and wands.

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Baden Ironblood
 
PostPosted: Sun, Jun 30 2013, 13:35 PM 

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A dissertation on the half-and-half Paladin.

While reading through this thread I noticed that many people consider the smiting pali a one trick pony and therefore flawed. So they were proponents of the strength based pali as stronger.

Others considered the nerfing of dev crit and the super high fort save that everyone strives for on their builds as making the strength based pali weak.

Having played both the devver and the smiter my favorite pali to play is the half-and-half. That is, half strength and half charisma based. Heresy! No dev, no smite, it must be the worst of both worlds. One would think, but you would be wrong.

How does 53 AB with the simple casting of divine favor sound? Damage with a longsword in the 50-60 range and crits at 100+ easy. Be a real chesser, go with the scimi and crit to your hearts content. AC with just divine shield is 66 with only +4 stuff.

Tweak with prayer, shrieker belt or Barbarian drum and your AB is easily 55+ with no minuses. Add mage armor, dusty rose ioun stone or some +5 stuff and AC can easily approach 70.

Other bonuses of the build, you heal at around 80 with a +10 bandage so you rarely have to use heal potions. No cool down and you save tons of gold. Your saves are excellent and with primo equipment, insane.

You hit almost as hard as a Warmaster when using divine might and with the higher cha (30-32) your divine shield and might last longer than the strength based devver. You can easily go through a spawn protected and dealing major damage like a whirling dervish of death, without Whirlwind.

No more worries about low AB and damage from the smiter and you hit lots and hard with divine favor. With haste your AC is around 55-57 so you don't have to use divine shield in most fourth tier dungeons like fire and frost giants and even Sahuagin (best to have improved invis for that area).

Two downfalls to the build that I have come across, one perceived the other real. You don't have smiting or dev crit so there is NO quick kill aspect of the build. This is not a good PvP build unless in groups. I highly recommend knockdown if you can fit it in. It is not necessary though to have. You kill monsters that quickly. The other is the use of rogue in the build. I know, I know, you are screaming powerbuild. But any high level pali with either monk or rogue for the tumble dump is a powerbuild, the paladin class is just that solid. But to have UMD combined with the paladin's abilities is nearly the ultimate in flexibility and versatility.

You can use Aasimar or regular human. The trade off obviously is the higher abilities of the Aasimar. That is the route I chose. Pali/23, Fighter/4, Rogue 2 works great. Evasion with your high saves is awesome.

Final scores are:
Str 22
Dex 12
Con 10
Wis 14
Int 14
Cha 18

Notice the 12 dex, no buffing or use of mythals on equipment required when using plate to keep the +1 modifier. 14 intelligence allows you to have full disci, healing, tumble, UMD (UMD only needs to be 15 though), and with points left over to put in concentration, spot, crafting or whatever else you wish to use. With con buffs hit points are right around 400.

My half-and-half runs around with all his spells extended like bless, aid, bulls strength, aura of courage and GMW. And is still able to take 5 divine favors and 5 extended divine favors. You hit so hard with weapon spec and epic spec that you don't need the divine favors to be effective, but they really do amp up the damage when you want.

My little twist of my pali was adding spot. I had to modify the build and take more fighter and less pali to include epic skill: spot. I think it was well worth it, making the build even more versatile. I can't tell you how many times I've been PM'd in the middle of an event when I roll a spot check. No, it is not as good as a cleric's chance, but darn close (+100).

I'm not going to post the whole build. I leave it up to your imagination and creativity to come up with your own. But building palis is very straight forward. PM me your build if you want.

Hopefully I have provided food for thought in this thread.

Baden

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Mobile_Svensk
 
PostPosted: Tue, Jul 02 2013, 10:53 AM 

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Best post so far :)

Good job baden!

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Kamina
 
PostPosted: Tue, Jul 02 2013, 13:59 PM 

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Bog standard Melee Ranger build please?

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Baden Ironblood
 
PostPosted: Tue, Jul 02 2013, 20:12 PM 

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Thanks!

And I think this is the 6,000 post on this topic. Whew!!!

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