Tuesday, March 11, 2014

Jacob's Tower, Level 8: Planar


Jacob’s Tower, Level 8: Planar
60,000 xp, 42,000 gp, 4 - 5 Hours
 


Planar explores adventuring on the various planes: Material, Fire, Water, Air, Earth, Positive, and Negative, with a Wild Magic and Dead Magic plane thrown in. It encourages players to adapt to new situations and leverage the environment to their advantage.

The rooms are connected to each other with large purple portals, which shimmer and ripple with strong magical currents. These detect with extremely high conjuration (teleportation) auras, and they will lead the heroes into adjacent rooms. Note that the connections loop around the map (for example, the east portal in Room 3 connects to the west portal in Room 9, and the north portal in Room 2 connects to the south portal in Room 6).  Note also that each portal is labeled with the location it leads to in a different language.  See the individual rooms for specifics.

Each of these portals is labeled in a different language, as indicated in the room. A DC 15 Linguistics check will determine the language, though not the word.

Note that it is impossible to see, shoot, or shout through the portals.  Thus, a hero in one room cannot call for help from heroes in another room.  Channeling and area attacks do not work through the portals.

If your battle map is not large enough to draw the spaces between rooms, simply draw the rooms as adjacent with no space between them.

Enemies cannot travel between rooms, but any not-yet-killed enemy in a room with no heroes gains fast healing 20. Thus, if our heroes damage the golem in Room 4 and then leave to recuperate, the golem will heal 20 hp a round as long as they are away.  However, if the kill the golem and then leave, the golem will not return.


Room 1: Material Plane

Our heroes are deposited in the center (1a) of a large room with 30 foot high stone walls and a stone ceiling. A dozen torches on the walls bathe the room in flickering light. The floor has been painted and contoured to look like an immense, and incredibly detailed, map of Golarion. In half a dozen seemingly random spaces in the map, tiny trapdoors have been flung open to reveal empty compartments.

Large, shimmering purple portals stand in the center of each wall. Above each portal is a spherical socket about six inches wide. Similar spherical holes can be found in each corner of this room. A single Orb can be found in every other room and, once the Orbs are placed in their respective sockets, the boss fight will begin.

A lone and partially crumpled parchment can be found nearby without too much difficulty. The parchment lists 9 different, nearly nonsensical, clues. The first 6 of these have been checked off, and they correspond with the open trapdoors in the floor. The last 3 have question marks next to them. These clues lead to other, hidden locations on the map, and may be discerned through a relevant skill check. Each character may attempt each skill check once, and if any characters succeeds at the skill check he will find the location on the map, a hidden trap door, and the treasure. The trap doors are incredibly well hidden, and finding them without the clues is impossible short of a DC 40 perception check.

The last three items on the parchment read:

7: King Ulvass of Kalsgard set up this Ulfen Colony as the final resting place for the lords of the Lands of the Linnorm Kings.” A DC 18 Knowledge (Nobility) or DC 23 Knowledge (Geography) check will reveal that the location is Valenhall, a small settlement on the northeast coast of Arcadia. Opening the hidden trapdoor under this part of the map will reveal a Scroll of Lightning Bolt (CL 10) (750).

8: The mid-point of the Path of Aganhei.” A Knowledge (Geography) 18 check will reveal that the Path of Aganheil connects Tian Xia and Avistan across the Crown of the World, passing near the north pole. Opening the hidden trapdoor under this part of the map will reveal 3 Potions of Resist Energy 10 (Fire) (CL 6, lasts 1 hour). (900gp).

9: In 3828, after 74 years of the Shining Crusade, a terrible Tyrant was banished to this capital.” A Knowledge (History) 18 or Knowledge Geography (23) check will reveal that the Tyrant was the cursed lich “The Whispering Tyrant,” and that he was banished to the city of Gallowspire. Opening the hidden trapdoor under Gallowspire will reveal a Scroll of Stoneskin, (CL 10) (1250).

The word “Positive” in Celestial is written above the northern portal in this room.

The word “Order” in some long dead language once spoken in Utopia, the Lawfully Aligned Plane, is written above the eastern portal in this room.

The word “Negative” in Necril is written above the southern portal in this room.

The word “Chaos” in Protean is written above the western portal in this room.


Room 2: Positive

Every aspect of this room bursts with brightness, intensity, and overwhelming sensation. Every cell of our heroes’ bodies feels awake and alive. All individuals in the room gain fast healing 2, and undead creatures take d6 damage a round. Each time a character enters this room, he must make a DC 15 Fortitude save or be blinded for d4 rounds.

At the north end of this room is a Movanic Deva Angel (2a), flanked by four Cassian Angels (2b). The Movanic Deva is a prototypical Angelic figure, a muscular, bald humanoid with a white tunic, white pupil-less eyes and a flaming greatsword. The bright yellow Positive Orb hangs around the Angel's neck. The Cassian Angels are sentient, intricately designed golden helmets held aloft by dove like wings.

As soon as the first party member enters the room, the Movanic Deva raises his sword, points it at the party member and declares “Halt Evildoer, and prepare to meet your end! Have you anything to say before I release your soul to the Abyss?” That party member has one shot to convince the Deva that he is not an evildoer with a DC 12 Diplomacy Check. If the character speaking is good aligned, he gets a +5 bonus on the check. If the character speaking is evil, he must instead make a DC 17 Bluff check. Any character may remake this check during combat, but suffers a -10 penalty to the check as long as any party member has attacked any Angel. Once any angel is killed, the check becomes impossible.

If our heroes attack the Angels, or if they fail in convincing the Deva, then battle will commence. The Deva will lead with Holy Aura, buffing himself and the Cassians, then start swinging his sword.  Holy Aura provides a +4 deflection bonus to AC, +4 to saves, SR 25 against evil magic, protection from mental influences, and has the potential to blind any who melee attack the recipient of the Aura. The Cassian Angels will provide flanking for the Deva, and use aid another to add to his to-hit and AC instead of attacking or using their breath weapon.

All angels gain fast healing 2 from the room.

The Positive Orb may be retrieved from the Deva's body, along with his +1 Flaming Greatsword.  If the Deva is killed, then all Positive Energy aspects of the room dissipate and the room no longer heals or blinds.

If a party member succeeds on the diplomacy or bluff check, the Angel will apologize: “My sincere apologies, Jacob’s Tower is all too often traversed by the perverse and wicked. You may continue on your way.” He will then hand over the Positive Orb, resume his guard, and not attack any party member. Note that the Deva’s Detect Evil and Discern Lies do not function properly due to Jacob’s Tinkering.

If convinced, the Angel will cast Remove Curse, Remove Disease, Remove Fear, Dispel Evil, or Dispel Magic on the players if they wish. With a DC 27 Diplomacy check, the players may convince him to hand over his Greatsword.  Our heroes only have one shot at this diplomacy check.

The word “Negative” in Necril is written above the northern portal in this room.

The word “Air” in Auran is written above the eastern portal in this room.

The word “Material” in Common is written above the southern portal in this room.

The word “Fire” in Ignan is written above the western portal in this room. 


Room 3: Air

Spells and spell-like abilities with the Air descriptor operate at Caster Level +2. To cast spells and spell-like abilities with the Earth descriptor, the caster must make a concentration check DC 20 + spell level or the spell and slot are lost.

Room 3 is an empty 35x35x35 foot cube (you may use a d6 to visualize it). Each entrance is in the center of a wall, meaning there is a 15 foot drop to the base. The walls of this room are rough white marble, taking a DC 20 Climb check to scale. Light suffuses the area.

Our heroes will notice various items, dirt, and detritus floating throughout the room. A DC 18 Knowledge (Planes) check will reveal that this room has “subjective directional gravity,” meaning that characters may change their own gravity. As a standard action, a character may attempt to change his own personal gravity by passing a DC 20 Will save. Doing so may cause him to fall 35 feet, should he choose the opposite wall of the cube.

A human corpse floats in the middle of the room, 15 feet from any surface, a clear Orb dangling on a necklace around his neck. The corpse, apparently an adventurer in studded leather armor and a turban, looks withered and desiccated. If the corpse is touched or disturbed in any way, a Hellwasp Swarm explodes from his eye sockets, nose, mouth, and ears. Instead of taking up a 10x10 space, the Hellwasp Swarm inhabits the entire 35x35x35 foot room.

Once the corpse is brought within grasp, the Air Orb can be retrieved. The adventurer is also carrying a +1 Shock Scimitar and wearing masterwork Studded Leather Armor.

The word “Water” in Aquan is written above the northern portal in this room. 

The word “Fire” in Ignan is written above the eastern portal in this room.

The word “Order” in some long dead language once spoken in Utopia, the Lawfully Aligned Plane, is written above the southern portal in this room.

The word “Positive” in Celestial is written above the western portal in this room.


Room 4: Dead Magic

The floor of this room is black obsidian, but the walls and ceiling are comprised of thousands of black interlocking gears. The sound of machinery is almost overwhelming. Sparks, falling embers, and a dull, reddish glow casts the room into low-light.

This room is under the effects of a permanent anti magic field. Spells cannot be cast, and all magic items revert temporarily to mundane items.

Standing in the approximate center of the room is a large black Clockwork Titan, made of the same material as the floors and gears. He will attack immediately.  Once he is killed, the grey Dead Magic Orb is easily found in his remains.

An Insanity Mist Trap is hidden in the ground at 4b. A Flame Strike Trap is hidden in the ground at 4c. A Sound Burst Trap is hidden in the ground at 4d. A Hand Chopper Trap is hidden in the ground at 4e. The golem does not set off these traps even if he steps on them. Note that the magical aspects of these traps have been replaced with non-magical mechanisms.

After the fight, the party notices a Deep Red Sphere Ioun Stone jamming a gear in the wall at 4f. The stone is a foot back through sharp and moving gears. A DC 20 Sleight of Hand check may retrieve it safety, though each failure will deal 3d6+3 damage from the gears and yields no item.

The party also notices a Dusty Rose Prism Ioun Stone partially hidden behind a complex mechanism in the wall. The stone is barely visible behind a subset of gears, and cannot be reached. A DC 20 Knowledge (Engineering) check will cause the stone to pop out, though two failures will set off a chain reaction that grinds the stone to dust.

The word “Air” in Auran is written above the northern portal in this room. 

The word “Chaos” in Protean is written above the eastern portal in this room.

The word “Water” in Aquan is written above the southern portal in this room.

The word “Material” in Common is written above the western portal in this room.


Room 5: Water

Spells and spell-like abilities with the Water descriptor operate at Caster Level +2. To cast spells and spell-like abilities with the Fire descriptor, the caster must make a concentration check DC 20 + spell level or the spell and slot are lost.

Room 5 appears to be part of an immense expanse of ocean floor complete with kelp growing from the mud and thousands of brightly colored fish swimming about. Nearly invisible walls separate the heroes from miles and miles of undersea wonderland. Although the surface is not visible, light suffuses the 20 foot tall room.

Heroes may swim at quarter speed as a move action, or at half speed as a full round action. Doing so requires a DC 10 swim check, or the hero does not move.

Characters may hold their breath for a number of rounds equal to twice their Constitution score, but taking standard or full round actions reduces this time by one additional round. After that time has elapsed, they may continue to hold their breath every round with a DC 10 Constitution check that increases by one every round.

If a character fails this Constitution check, he begins to drown. In the first round, he hits 0 hp and falls unconscious. The second round, he drops to -1 hit points. The third round, he dies.

At the center of the level (5a), among the kelp and reeds, the blue Water Orb sits partially obscured in mud. The first time it is touched or moved, all heroes within the room must make a DC 21 Reflex Save to avoid a sudden growth of underwater vegetation. If any character fails this save he is grappled by grasping kelp, which deal him d4+2 damage a turn and prevent him from moving. He may escape this kelp with a DC 18 Escape Artist check, or by dealing the kelp 25 damage with a slashing weapon.

Just outside the room, an open chest with 5 golden bars lies partially submerged in the mud. Regardless of what our heroes do, they cannot get to it or directly effect it. However, a small pod of dolphins swims nearby, watching our heroes with some interest. A character may attempt a Handle Animal Check to convince to Dolphins to retrieve the golden bars. This check may only be attempted once. A DC 10 check will convince the Dolphins to retrieve one golden bar, and each 5 after that will convince them to retrieve an additional golden bar (2 at 15, 3 at 20, 4 at 25, and all 5 at 30). Each golden bar is worth 500gp. After moving the correct number of bars, the dolphins get bored and swim away.

A giant open clam sits peacefully at 5b, a giant pearl worth 2,000gp inside his gaping mouth. If a character reaches for the pearl, the clam’s mouth slams shut, dealing 3d12 bludgeoning damage unless the character can make a DC 24 Reflex save (he comes up empty handed either way). After a few rounds, the clam cautiously opens his mouth again. The pearl is firmly attached to the mouth of the clam, and cannot be pushed, prodded, or pulled out through magical or non-magical means.  The clam will snap most attempts to hold his mouth open. The clam itself has DR 20, 50 hit points, and regeneration 5. A DC 18 survival check will determine that this is a “Orbury Clam,” and that by pressing on a certain spot on its back it can be convinced to give up the pearl without a fight. Each character can make this check only once. If the players come up with another creative way of getting the pearl, feel free to give it to them.

The word “Order” in some long dead language once spoken in Utopia, the Lawfully Aligned Plane, is written above the northern portal in this room.

The word “Earth” in Terran is written above the eastern portal in this room. 

The word “Air” in Auran is written above the southern portal in this room.

The word “Negative” in Necril is written above the western portal in this room.


Room 6: Negative

This room thrums with dark energy, lending an unnaturally hot and stifling feeling to the area. The black wooden walls are distant and hazy, a dull pain suffuses the bodies of our adventurers, and smoke seem to sting their eyes. Living creatures take d6 points of negative damage per round, and undead creatures gain fast healing 2.

The room is pitch black except for two sets of red eyes, which belong to two Wraiths (6a). These Wraiths gain fast healing 2 from the negative energy coursing through the level, and will immediately attack.

The black, Negative Orb may be found lying in the center of the level. However, until the Wraiths are killed it is impossibly heavy, taking a DC 25 Strength check to roll one square, a DC 30 Strength check to pick up and move at half speed, and a DC 35 Strength check to move full speed.

The word “Material” in Common is written above the northern portal in this room.

The word “Water” in Aquan is written above the eastern portal in this room. 

The word “Positive” in Celestial is written above the southern portal in this room.

The word “Earth” in Terran is written above the western portal in this room. 


Room 7: Earth

Spells and spell-like abilities with the Earth descriptor operate at Caster Level +2. To cast spells and spell-like abilities with the Air descriptor, the caster must make a concentration check DC 20 + spell level or the spell and slot are lost.

When characters enter this room, they may arrive through a different portal than they entered. Roll a d4 for each character who enters the room to randomly determine through which portal he enters.

The earthen walls of this room are shrouded in an oppressive darkness, and the range of all light sources is divided by four. A torch, common lamp, or light spell provides normal light for 5 feet and dim light for 5 more feet. A Sunrod provides normal light for 5 feet and dim light for 10 more feet. The Daylight spell or a Bulls Eye lantern provides normal light for 15 feet and dim light for 15 more feet.  Characters with darkvision can see through this darkness without any trouble.

A Bogeyman (7a) stalks our heroes through this level. He can see through the darkness without any trouble, and he can both see and walk through walls (but can’t attack through them).

His Aura of Fear goes through walls (though not to other rooms), meaning that most characters will have to make their save as soon as they enter the room. If a character is fearful when he leaves the aura, he will become fearful again when he re-enters it.

The Bogeyman also gains the feat “Shatter Defenses” meaning that any shaken, frightened, or panicked enemies are flatfooted to him and thus susceptible to his sneak attack. However, he loses all of his spells.

The Bogeyman will employ cat and mouse tactics, seeking out fearful enemies, attacking them, and then slipping away. He will make use of his Terrible Rejuvenation to heal while behind walls.

The brown Earth Orb may be found on the ground at 7a. To any shaken, frightened, or panicked heroes it seems to radiate overwhelming foreboding, and a DC 20, 23, or 26 (for shaken, frightened, or panicked) Will Save must be made to pick it up. However, it may be retrieved and secured without killing the Bogeyman.

The word “Chaos” in Protean is written above the northern portal in this room. 

The word “Negative” in Necril is written above the eastern portal in this room. 

The word “Fire” in Ignan is written above the southern portal in this room. 

The word “Water” in Aquan is written above the western portal in this room. 


Room 8: Wild Magic

To cast spells normally, casters must make a caster level check (DC 15 + the level of the spell or spell-like ability). If the caster fails, the wild magic of the room takes over and something bizarre takes place. Roll a d% and consult the Wild Magic Effects Table.

Spells and spell-like abilities with the Chaos descriptor operate at Caster Level +2. To cast spells and spell-like abilities with the Law descriptor, the caster must make a concentration check DC 20 + spell level or the spell and slot are lost.

The stained glass walls, floor and ceiling of this room are a riotous explosion of color. Rainbows and flashes of light seem to dance in the corners of our heroes’ vision, the sounds of hysterical laughing and fireworks can be heard, and the smell of gunpowder, pepper, and hot molasses invades our heroes’ nostrils. The first time each character enters this room, he must make a DC 14 Will save or be confused for one round.

There are two Half-Orc Bloodfire Sorcerers in this room, each dressed in a wild, rainbow cloak. One laughs and the other cries hysterically throughout the entire fight. Whenever either Sorcerer casts a spell, he automatically fails his caster level check and some wild magic effect takes place.

When the first Sorcerer is killed, he explodes into a shower of sparklers and feathers. When the second Sorcerer is killed, his body shrinks and crumples into a Ring of Protection +2. This ring giggles as if being tickled whenever it is put on, but otherwise acts as a normal Ring of Protection +2.

Once the two Sorcerers are killed, the Wild Magic Orb crashes through the stained glass ceiling (which immediately re-forms) and lands in the center of the room. The Orb is a swirling, sparkling rainbow of color.

The word “Fire” in Ignan is written above the northern portal in this room. 

The word “Material” in Common is written above the eastern portal in this room.

The word “Earth” in Terran is written above the southern portal in this room.

The word “Order” in some long dead language once spoken in Utopia, the Lawfully Aligned Plane, is written above the western portal in this room.


Room 9: Fire

Spells and spell-like abilities with the Fire descriptor operate at Caster Level +2. To cast spells and spell-like abilities with the Water descriptor, the caster must make a concentration check DC 20 + spell level or the spell and slot are lost.

The outer walls, floors, and ceiling of this inferno are recently hardened magma, and small cracks and fissures still glow with heat. Any character who starts his turn in the room take 2d6+2 fire damage.

The room is a labyrinth of walls of fire, which deal 2d12+5 damage if crossed.

At the center of the labyrinth is a Fire Mephit playing with the Fire Orb. If he sees an enemy, he will swallow the Orb as a full round action, then attempt to flee. Once he is killed, the Orb may be looted from his body as a full round action.

The word “Earth” in Terran is written above the northern portal in this room. 

The word “Positive” in Celestial is written above the eastern portal in this room.

The word “Chaos” in Protean is written above the southern portal in this room.

The word “Air” in Auran is written above the western portal in this room.


Bosses: The Secondary Elementals

Once all Orbs are placed in their respective sockets in Room 1, the level undergoes a sudden and dramatic change. The walls between the rooms disappear, allowing our heroes and the bosses to simply walk from one room to another. All items and objects in each room disappear, but the planar features of the rooms remain: Elemental magic is enhanced or impeded depending on location, damage is dealt in the Negative and Fire area, magic is stopped in the Dead Magic area and made wild in the Wild Magic area, and health is gained in the Positive area. The Water area becomes a 35x35x35 cube of water, the Air area turns into a 20 foot pit, and the Earth area simply becomes a flat plot of dirt.

In the same moment, the bosses appear, four huge secondary elementals: A Lightning Elemental (10a), an Ice Elemental (10b), a Mud Elemental (10c), and a Magma Elemental (10d). They immediately attack.

Although the four elementals have similar plans (move up to just within reach and smash), their individual tactics vary somewhat.  The Lightning Elemental will use his spark leap to both disarm and trip opponents wearing metal.  When characters are hit by the Ice Elemental, they will contend with his numbing cold.  The Mud Elemental will entrap and, given the chance, coupe-de-gras his helpless opponents.  The Magma Elemental will burn his opponents after hitting them, and spew lava if the heroes are staying in the positive zone.

The elementals will use their reach to lure characters out of the positive zone and into more dangerous zones.

Once the four elementals are dead, a compartment in the ceiling opens up and a rope ladder leading to the next area falls down.

If our heroes are playing only in Jacob's Tower and ranking up to Level 9, then distribute 14,000gp among them evenly.


Sleeping in Planar

If they party chooses to sleep, they have horrifying dreams of their enemies growing stronger. For each night they sleep, apply the Advanced Template to all remaining enemies (except the bosses): +2 on all rolls and special ability DCs, +4 to AC and CMD, and +2 hp per Hit Die.


Roll 20 Battlemap by Jamie "RedClaws" Bosmans:


You may purchase printable PDFs of the entire dungeon, including the secret final level not available online, here:
Jacob's Tower, Levels 1 - 13 ($9.99)




Thursday, March 6, 2014

Classic Ninja (Ninja Build)

Classic Ninja
Human Ninja
A blade in the night.  And a face full of shuriken.

The Classic Ninja dual wields wakizashis and has a number of tricks to gain sneak attack. He also spends a few feats improving his Shuriken abilities, for those times when he really wants to stack on the hurt when enemies are flat footed.

Attributes (with Racial Modifier)

Dex>Con>Cha/Str>Int/Wis

I don’t think putting too many points into Charisma is worth is for Ki. Feel free to switch intelligence and wisdom if you think an additional 5% resist chance is worth one skill point a level.

Put all your attribute gains into Dexterity!

15 Point Buy
STR: 10
DEX: 18 (16+2)
CON: 14
INT: 10
WIS: 8
CHA: 12

20 Point Buy
STR: 10
DEX: 19 (17+2)
CON: 14
INT: 10
WIS: 10
CHA: 12

25 Point Buy
STR: 10
DEX: 20 (18+2)
CON: 14
INT: 10
WIS: 8
CHA: 14


Traits

Adopted -> Carefully Hidden: +1 to Will and other small bonuses.
Reactionary: +2 to Initiative

Feats/Ninja Tricks

1: Weapon Finesse, Two-Weapon Fighting
2: Combat Trick: Weapon Focus: Wakizashi
3: Improved Initiative
4: Flurry of Stars
5: Point Blank Shot
6: Weapon Training: Weapon Focus: Shuriken
7: Rapid Shot
8: Vanishing Trick
9: Improved Two-Weapon Fighting
10: Invisible Blade
11: Dodge
12: Advanced Talents: Crippling Strike
13: Iron Will
14: Evasion
15: Greater Two-Weapon Fighting
16: Improved Evasion
17: Improved Iron Will
18: Fast Stealth
19: Extra Ki
20: Rogue Trick: Ki Pool

Suggested Gear

Nothing terribly unusual here. You want wakizashis that will hit. If you can get agile wakizashis, all the better! And you want your AC to be boosted up.

Sniper Goggles are good, but you probably won’t be able to hit anything from far away with Shuriken.

Amulet of Hidden Strength is great for regaining ki points! +2 Ki points a day for 9,000? Yes Sir!


What the Build Looks Like at...

20 Point Buy, Mundane Gear Only (no magic or masterwork)

Level 1: Attacks with wakizashis at +2/+2 dealing d6 and d6 sneak attack. AC: 18, HP: 11. Initiative: +6, skill points:9.

Level 4: Attacks with wakizashis at +7/+7 dealing d6 and 2d6 sneak attack. Can flurry with Shuriken for +4/+4/+4/+4 dealing d2 and 2d6 sneak attack each. AC: 18, HP: 35. Initiative: +11, skill points:36.

Level 8: Attacks with wakizashis at +10/+10/+5 dealing d6 and 4d6 sneak attack. Can flurry with Shuriken for +7/+7/+7/+7/+7/+2 dealing d2 and 4d6 sneak attack each. AC: 18, HP: 68. Initiative: +11, skill points:72.

Level 12: And here we have it. This is the level at which the Classic Ninja is best. Attacks with wakizashis at +14/+14/+9/+9 dealing d6 and 6d6 sneak attack. Can flurry with Shuriken for +11/+11/+11/+11/+11/+6/+6 dealing d2 and 6d6 sneak attack each. Each sneak attack deals 2 strength damage, meaning you can do 14 strength damage a turn. Invisible Blade means that you can go greater invisible for 12 rounds for one Ki point, guaranteeing sneak attacks. AC: 19, HP: 99. Initiative: +12, skill points:118. (Shuriken DPR while invisible is 51 with on average 4.6 strength damage)

Level 16: Attacks with wakizashis at +17/+17/+12/+12/+7/+7 dealing d6 and 8d6 sneak attack. Can flurry with Shuriken for +14/+14/+14/+14/+14/+9/+9/+4/+4 dealing d2 and 8d6 sneak attack each. Each sneak attack deals 18 strength damage, meaning you can do 12 strength damage. Invisible Blade means that you can go greater invisible for 16 rounds for one Ki point, guaranteeing sneak attacks. AC: 19, HP: 131. Initiative: +13, skill points:144.

Level 20: Attacks with wakizashis at +21/+21/+16/+16/+11/+11 dealing d6 and 10d6 sneak attack. Can flurry with Shuriken for +18/+18/+18/+18/+18/+13/+13/+8/+8 dealing d2 and 10d6 sneak attack each. Each sneak attack deals 2 strength damage. Invisible Blade means that you can go greater invisible for 20 rounds for one Ki point, guaranteeing sneak attacks. AC: 19, HP: 159. Initiative: +13, skill points:184.


Tactics

Early on, get a flanking buddy. In the surprise round, or if you enemy is flat footed, hit them with as many shuriken as you can - it’s glorious.

At level 10, your tactics change for the amazing. Invisible blade gives you greater invisibility for rounds equal to your level: Price is one ki point. You don’t need to worry about flanking for sneak attacks, and you need to worry a lot less about being hit. At level 12, you will be doing 2 points of strength damage per sneak attack, meaning that a full round flurry of shuriken could take 14 points off of a strength score. That will take out some people immediately, and will drop almost everybody in two rounds. It’s awesome.

Guide to the Builds

Comprehensive Guide to the Guides

Zenith's Guide to the Ninja, Part I: Introduction, Attribute, and Races
Zenith's Guide to the Ninja, Part II: Ninja Tricks
Zenith's Guide to the Ninja, Part III: Feats
Zenith's Guide to the Ninja, Part IV: Equipment, Multi-Classing, and Builds

Sunday, March 2, 2014

Ninja Skill Monkey (Ninja Build)

Ninja Skill Monkey
Human Ninja
I know how to do that!


The Ninja Skill Monkey is very close to The Classic Ninja, if not for a few attribute rearranging. He gets 12 skill points a level, and is still fairly lethal in combat. Unlike the Bard Skill Monkey, he does have a few skills that are not class skills: Fly, Handle Animal, Heal, Ride, Spellcraft, and Survival. You can dip ranger for most of these, or you can grab a trait or two which adds them. However, he gets more skills than the Bard Skill Monkey.

He dual wields wakizashis and has a number of tricks to gain sneak attack. He also spends a few feats improving his Shuriken abilities, for those times when he really wants to stack on the hurt when enemies are flat footed.


Attributes (with Racial Modifier, Human)

Dex>Con>Int>Cha>Str>Wis

I don’t think putting too many points into Charisma is worth is for Ki. Feel free to switch strength and wisdom if you think an additional 5% resist chance is worth one additional damage per attack.

Put all your attribute gains into Dexterity!

15 Point BuySTR: 10
DEX: 18 (16+2)
CON: 14
INT: 12
WIS: 8
CHA: 10

20 Point BuySTR: 10
DEX: 18 (16+2)
CON: 14
INT: 14
WIS: 10
CHA: 10

25 Point BuySTR: 12
DEX: 18 (16+2)
CON: 14
INT: 14
WIS: 10
CHA: 13


Traits

Adopted -> Carefully Hidden: +1 to Will and other small bonuses.
Reactionary: +2 to Initiative


Feats/Ninja Tricks

1: Weapon Finesse, Two-Weapon Fighting
2: Combat Trick: Weapon Focus: Wakizashi 
3: Improved Initiative
4: Flurry of Stars
5: Point Blank Shot
6:Weapon Training: Weapon Focus: Shuriken
7: Rapid Shot
8: Vanishing Trick
9: Improved Two-Weapon Fighting
10: Invisible Blade
11: Dodge
12: Advanced Talents: Crippling Strike
13: Iron Will
14: Evasion
15: Greater Two-Weapon Fighting
16: Improved Evasion
17: Improved Iron Will
18: Fast Stealth
19: Extra Ki
20: Rogue Trick: Ki Pool


Suggested Gear

Nothing terribly unusual here. You want wakizashis that will hit. If you can get agile wakizashis, all the better! And you want your AC to be boosted up.

Sniper Goggles are good, but you probably won’t be able to hit anything from far away with Shuriken.

Amulet of Hidden Strength is great for regaining ki points! +2 Ki points a day for 9,000? Yes Sir!


What the Build Looks Like at...

20 Point Buy, Mundane Gear Only (no magic or masterwork)

Level 1: 12 Skill points. 10 HP, 17 AC. Attacks with wakizashis at +2/+2 dealing d6 and d6 sneak attack.

Level 4: 48 Skill points. 31 HP, 17 AC. Attacks with wakizashis at +6/+6 dealing d6 and 2d6 sneak attack. Can flurry with Shuriken for +5/+5/+5 dealing d2 and 2d6 sneak attack each.

Level 8: 96 Skill points. 59 HP, 17 AC. Attacks with wakizashis at +10/+10/+5 dealing d6 and 4d6 sneak attack. Can flurry with Shuriken for +7/+7/+7/+7/+7/+2 dealing d2+1 and 4d6 sneak attack each (Point Blank Shot).

Level 12: 144 Skill points. 87 HP, 18 AC. Attacks with wakizashis at +9/+9/+4/+4 dealing d6 and 6d6 sneak attack. Can flurry with Shuriken for +10/+10/+10/+10/+10/+5/+5 dealing d2 and 6d6 sneak attack each. Each sneak attack deals 2 strength damage, meaning you can do 14 strength damage a turn. Invisible Blade means that you can go greater invisible for 12 rounds for one Ki point, guaranteeing sneak attacks.

Level 16: 192 Skill points. 115 HP, 18 AC. Attacks with wakizashis at +13/+13/+8/+8/+3/+3 dealing d6 and 8d6 sneak attack. Can flurry with Shuriken for +14/+14/+14/+14/+14/+9/+9/+4/+4 dealing d2 and 8d6 sneak attack each. Each sneak attack deals 2 strength damage, meaning you can do 18 strength damage. Invisible Blade means that you can go greater invisible for 16 rounds for one Ki point, guaranteeing sneak attacks.

Level 20: 240 Skill points. 143 HP, 18 AC. Attacks with wakizashis at +16/+16/+11/+11/+6/+6 dealing d6 and 10d6 sneak attack. Can flurry with Shuriken for +17/+17/+17/+17/+17/+12/+12/+7/+7 dealing d2 and 10d6 sneak attack each. Each sneak attack deals 2 strength damage. Invisible Blade means that you can go greater invisible for 20 rounds for one Ki point, guaranteeing sneak attacks.


Tactics

You can max out 12 skills, which is pretty nice, or put 10 points into 24 skills, or max out 6 and put 10 into 12. You get the picture. You got a lot of skills to play around with. For reference, there are 22 skills, not including perform, profession, or craft, or knowledge.

Early on, get a flanking buddy. In the surprise round, or if you enemy is flat footed, hit them with as many shuriken as you can - it’s glorious.

At level 10, your tactics change for the amazing. Invisible blade gives you greater invisibility for rounds equal to your level: Price is one ki point. You don’t need to worry about flanking for sneak attacks, and you need to worry a lot less about being hit. At level 12, you will be doing 2 points of strength damage per sneak attack, meaning that a full round flurry of shuriken could take 12 points off of a strength score. That will take out some people immediately, and will drop almost everybody in two or three rounds. It’s awesome.

Guide to the Builds
Comprehensive Guide to the Guides

Zenith's Guide to the Ninja, Part I: Introduction, Attribute, and Races
Zenith's Guide to the Ninja, Part II: Ninja Tricks
Zenith's Guide to the Ninja, Part III: Feats
Zenith's Guide to the Ninja, Part IV: Equipment, Multi-Classing, and Builds

Tuesday, February 11, 2014

Admixture Blaster (Wizard Build)

Note: This build assumes that a Sorcerer can be both Tattooed and Crossblooded.  There is extensive debate on this, so ask your GM.  If only one is allowed, then choose Varisian Tattoo and damage drops slightly.

Updated April 20th, 2016
  
Admixture Blaster
Human Sorcerer 1 (Gold Dragon/Orc Bloodline;Tattooed/Crossblooded) / Admixture Wizard 19
Boom!

Okay, so you are playing a wizard so you can blow things up. That's fine, I get it. This guy should do the trick. It's hard for a wizard to do more damage than this. You are going to be rocking encounters like no other. You are dipping one level into Sorcerer to get some cool bloodline bonuses, and then it's straight wizard all the way. The best part is, even though you are specializing, you can deal damage with a variety of energy types, thanks to your admixture specialization.

Tattooed Sorcerer allows you to get Varisian Tattoo for free! It also allows you to specialize in specific spells (fireball).

As your opposition schools, choose Necromancy and Abjuration, unless you feel strongly otherwise.


Feats

Take the sorcerer level at level 6, after you have gotten fireball.

1:   Spell Focus - Evocation, Greater Spell Focus - Evocation, Scribe Scroll (Wizard), Arcane Bond: Familiar: Greensting Scorpion for +4 Init.
2:
3:   Spell Specialization: Fireball
4:
5:   Additional Traits: Metamagic Master & Magical Lineage (Fireball), Bonus Feat: Metamagic Empower Spell
6:   Tattooed Sorcerer: Varisian Tattoo: Evocation
7:   Metamagic Maximize Spell
8: 
9:   Spell Penetration
10:
11:  Greater Spell Specialization: Fireball, Bonus feat: Metamagic Intensified Spell
12:
13:  Selective Spell
14:
15:  Spell Perfection
16:  Bonus Feat: Dazing Spell
17:  Greater Spell Penetration
18:
19:  Improved Initiative
20:

Attributes

Intelligence > Constitution > Wisdom/Dexterity > Charisma/Strength. Make sure, however, that Charisma is at least 11, such that you can cast your level 1 sorcerer spells. They will be useful, don't ignore them.

15 Point Buy
Str: 7
Dex: 12
Con: 12
Int: 19 (17+2)
Wis: 10
Cha: 12

20 Point Buy
Str: 7
Dex: 12
Con: 14
Int: 20 (18+2)
Wis: 8
Cha: 12

25 Point Buy
Str: 7
Dex: 14
Con: 14
Int: 20 (18+2)
Wis: 10
Cha: 12


Skills

Spellcraft, use Magic Device, Perception, and Fly are all must have. Besides that, it's your call, though you might as well pump the skills related to intelligence, given your modifier


Traits

Adopted -> Grounded: for +1 on Reflex and a +2 to some Acrobatics checks
Reactionary: +2 to initiative


Familiar

If you tend to forget about your familiar and are just looking for a nice bonus, try out the Greensting Scorpion. +4 to initiative checks is nothing to sneeze at. Otherwise, just have fun with it!


Spells

Sorcerer Spells: These should be utility spells that you can cast on the fly.

Level 0:
Detect Magic
Mage Hand
Prestidigitation

Level 1:
Shield (because it is an abjuration spell, and thus the wizard part of you doesn't like it)


Wizard:
Level 0: Take your pick.

Level 1:
Burning Hands - Now we have some fire damage. Not great, but it will do for now.
Comprehend Languages - Useful
Hydraulic Push - Got a Cliff?
Charm Person - Always useful
Mage Armor - Just in Case
Summon Monster I - There are plenty of creative uses for this.
Detect Charm/ See Alignment - Any number of these detective work spells are useful.

Level 2:
Scorching Ray:
Create Pit
Summon Monster II
Blood Transcription (if you think it will be useful)

Level 3:
Fireball - Here it is, your bread and butter. Specialize, all that good stuff, this one will last you a while.
Fly - Just cuz it's great
Hydraulic Torrent - If you like moving people around, here is a good one.
Haste - A great buff! Something else to do besides shooting fireballs!

Level 4:
Black Tentacles
Charm Monster - Because it's always nice to have a giant on your side

Level 5:
Fire Snake, All the way

Level 6:
Hellfire - It's a little unclear what half fire, half unholy power means in terms of your buffs. Best case scenario, your buffs activated and it still deals half damage against fire immune creatures.

Items

Rod of Maximize, Lesser (14,000).
Rod of Quicken Spell, Lesser (35,000p). At higher levels, grab a few handfuls of these. Get your first one at around 11th level, then just keep grabbing them.
Headband of Intelligence +X.


How it all works in Tandem: The Ultimate Fireball

1st Level: Spell Focus Evocation and Greater Spell Focus Evocation increase the DC by +1 each, for +2 total.

1st Level: Evocation School gives you +1/2 wizard level to damage (not enhanced by Empower or anything else)

1st Level: Admixture School allows you to change your damage type from fire to any other energy type.

3rd Level: Spell Specialization increases the CL of fireball by +2.

5th Level: Metamagic Master and Magical Lineage combine to allow you to use up a spell slot 2 lower than you normally would when applying metamagic to fireball, down to a minimum of 3rd level. That means you can empower for free.

6th Level: The Gold Dragon Bloodline allows you to deal an additional 1 damage on fire attacks for each die rolled. The Orc Bloodline allows you to deal an additional 1 damage for each die rolled. Together, that's +2 damage for every die rolled.

6th Level: Varisian Tattoo increases the CL of fireball by +1.

9th Level: Spell penetration gives you a +2 bonus to overcome SR.

11th Level: Greater Spell Specialization allows you to cast fireball spontaneously.

13th Level: Spell Perfection allows you to ignore the slot increase of a metamagic feat such as Maximize.

17th Level: Spell penetration gives you a +2 bonus to overcome SR.

Metamagic

5th Level: Empower Spell increases damage of Fireball effects by +50% (+2 slot)

7th Level: Maximize Spells allows you to treat all of those d6's as straight 6's (+3 slot)

11th Level: Intensified Spell raises the roof on Fireball to a maximum of 15d6 (+1 slot)

16th Level: Dazing Spell causes creatures who fail their saves to become dazed.


What he Looks like...


Level 12:  20 point buy, Rod of Quicken Spell Lesser, Headband of Vast Intelligence +4. Let's cast a fireball. We have at least two 6th level slots, three 5th level slots, four 4th level slots and five 3rd level slots.
We don't need to prepare fireball, because we can spontaneously cast it due to the Greater Spell Specialization feat.
We can have it deal any energy damage we choose.
Our CL is 14 for fireball (11 Wizard Levels, +2 from Spell Specialization + 1 from Varisian Tattoo).
Without any Metamagic, this is 10d6 (fireball) + 20 (Sorcerer bonuses) + 5 (Evocation Spell School) = 60 average damage with a DC of 22 (10 + 3 from Spell Level + 8 from 26 Intelligence + 2 from Spell Focuse & Greater). 3rd level spell slot
Our DC is 23.
With Intensified, this is 13d6 + 24 + 5 = Average 74.5.  3rd level slot with traits.
With Empowered, this is (10d6 + 20)x 1.5 + 5 = Average 87. 3rd level slot with traits
With Intensified and Empowered, this is (13d6 + 24)x 1.5 + 5 = average 109.25.  4th level slot with Traits.
With Intensified and Maximized, this is 78 + 24 + 5 = average 107. 5th Level slot with traits (strictly worse than Intensified/Empowered).
With Maximized and Empowered, this is (60 + 24)x1.5 + 5 = average 131. 6th Level slot with Traits.
We can quicken this spell up to three times per day with out metamagic rod, lesser.  An example day looks like this:
Round 1: Quickened Maximized Empowered (131) then Maximized Empowered (131): 261 damage, two level 6 spell slots.
Rounds 2 & 3: Quickened Intensified Empowered (109) then Intensified Empowered (109): 218 damage, two level 4 slots.
Rounds 4, 5 & 6: Intensified Empowered (109): 109 Damage. Level 4 Slot
Rounds 7, 8, 9, 10 & 11: Empowered (87): 87 Damage, Level 3 slot.

Thursday, February 6, 2014

AM BARBARIAN (Barbarian Build)

AM BARBARIAN
Human Barbarian (Mounted Fury/Superstitious)
"ragelancepounce"

Alright, lets try and make some sense of this build.  AM BARBARIAN is a legendary build from the Paizo forums that relies on RAGELANCEPOUNCE to do stupid amounts of damage.  Unfortunately, all AM BARBARIAN threads wind up in the multi-thousand post territory and all over the place.  Also, most AM BARBARIAN builds rely on Leadership to gain a flying synthesist mount... we're not going to do that.  Today, AM Barbarian isn't going to rely on any frequently banned feats, he's not going to use any magic items, and he's going to ride a horse.

NOTE:  In an FAQ, Paizo clarified that you only get double damage on the first attack of a charge pounce.  This weakens the build, but it's still an overall very powerful option.  Below is presented the version before the FAQ.

Feats

 1:   Mounted Combat, Ride By Attack
 2:   Lesser Beast Totem
 3:   Spirited Charge
 4:   Superstition
 5:   Power Attack
 6:   Beast Totem
 7:   Furious Focus
 8:   Clear Mind
 9:   Boon Companion
10:  Greater Beast Totem
11:  Weapon Focus: Lance
12:  Ferocious Mount
13:  Wheeling Charge
14:  Greater Ferocious Mount
15:  Improved Initiative
16:  Witch Hunter
17:  Iron Will
18:  Spell Sunder
19:  Improved Iron Will
20:  Powerful Blow


Attributes

AM BARBARIAN needs high strength to deal damage, and dex and con to stay alive. Wisdom helps with will saves, but shouldn't go through the roof.  Charisma and Inteligence are dump stats.

Str>Con>Dex>Wis>Int>Cha.

Point Buy 15
STR:19 (17+2)
DEX: 14
CON: 14
INT: 7
WIS:11
CHA: 7

Point Buy 20
STR:20 (18+2)
DEX: 14
CON: 14
INT: 7
WIS:11
CHA: 7

Point Buy 25
STR:20 (18+2)
DEX: 14
CON: 16
INT: 7
WIS:11
CHA: 7

Attribute advancement:  Strength all the way.


Skills

Max Ride and Perception. Then, you got one skill point left over!


Horsey

We've got to have something to ride, so give him light armor proficiency, dodge, heavy armor proficiency, toughness, and mobility.

How to Play

Charge on horseback!  They die.  At level 10 we get pounce and they really die, allowing us to get full attacks on charges.


Traits

Reactionary: +2 to initiative.  Everybody loves initiative.
Carefully Hidden: +1 to Will saves (and a minor additional bonus)


What He Looks Like Each Level
(assuming no magic gear, 20pt buy).
 For each of these, we are going to assuming charging, raging, mounted and power attack

Level 1: Attacks at +10, dealing 2d8+20 damage.  Of course, you need to be able to afford a horse, armor, and a lance.  AC 14/8/12, Saves 6/2/3.  17 Hit Points, 3 skills

Level 4: Attacks at +13 for 3d8+30.  AC 14/8/12, Saves: 8/3/2, with a +3 on each of those to resist spells.  53 Hit points, 12 skills.

Level 8: Attacks at +18 for 3d8+61 Damage.  AC 17/8/15, Saves 10/4/5 with a +4 to resist spells.  101 Hit points, 24 skills.  The horse kicks too.

Level 12: And now we have pounce.  Attacks at +24/+15/+10 for 3d8+75 (x3) and +14/+14 for d8+8 (x3).  AC 18/8/16, Saves 13/6/8 with +5 to resist spells.  HP: 161,  36 skills.  The horse, up to effective druid level 12, bites too.  (Against AC27, DPR:161)

Level 16:  Attacks at +29/+19/+14/+9, dealing 3d8+90 (x3) and +18/+18 for d8+10.  AC 19/8/17 Saves 15/7/9, with +6 against spells.  HP: 213, 48 skills.  The horse now pounces too.

Level 20: With Powerful Blow and the new ability to Rage Cycle, we attack at +34/+23/+18/+13, doing 3d8+120 on the first and 3d8+102 on all others, as well as +22/+22 for d8+11.  AC 20/8/18, Saves 18/8/13, with +7 against spells. 285 HP, 80 skills.


Wednesday, February 5, 2014

Teddy Rosy (Fighter Build)

Teddy Rosy
Human Fighter (Two Handed Fighter Archetype)
Speak softly and carry a big stick

Teddy Rosey is all about hitting people hard.  He wields a falchion for the crit and damage, and dons O-yoroi for the AC.  Gets some sundering and critical action later on, but, for the most part, is just a crazy damage dealer.

Feats

 1:   Power Attack, Weapon Focus: Falchion, Furious Focus
 2:   Cleave
 3:   Dodge
 4:   Weapon Specialization
 5:   Toughness
 6:   Vital Strike
 7:   Combat Reflexes
 8:   Improved Critical (Retrain Cleave to Lunge)
 9:   Critical Focus: Falchion
10:  Greater Weapon Focus: Falchion
11:  Improved Sunder
12:  Greater Weapon Specialization: Falchion
13:  Sundering Strike
14:  Staggering Critical
15:  Blinding Critical
16:  Critical Mastery
17:  Stunning Critical
18:  Improved Initiative
19:  Iron Will
20:  Sickening Critical


Attributes

Teddy Rosy needs high strength to deal damage, and dex and con to stay alive. Wisdom helps with will saves, but shouldn't go through the roof.  Charisma and Inteligence are dump stats.

Str>Con>Dex>Wis>Int>Cha.

Point Buy 15
STR:19 (17+2)
DEX: 14
CON: 14
INT: 7
WIS:11
CHA: 7

Point Buy 20
STR:20 (18+2)
DEX: 14
CON: 14
INT: 7
WIS:11
CHA: 7

Point Buy 25
STR:20 (18+2)
DEX: 14
CON: 16
INT: 7
WIS:11
CHA: 7

Attribute advancement:  Strength all the way.


Skills

To put it lightly, skills are not the Teddy's specialty.  He will have a low intelligence score, and his 2 skills a level for being a fighter isn't really helping.  With 7 intelligence you get 2 skills.  Perception anybody?


How to Play

Get up to people and smack them.  Use Vital Strike or Cleave when you can't power attack.  Even better, lunge to get full round attacks.  At level 14 and above you get critical stuff, which is always fun.


Traits

Reactionary: +2 to initiative.  Everybody loves initiative.
Carefully Hidden: +1 to Will saves (and a minor additional bonus)


What He Looks Like Each Level
(assuming no magic gear, 20pt buy)

Level 1: Attacking at +7 (18-20/x2) for d24+10 damage.  13 Hit Points, AC 20/12/18.  Saves: 4/2/1 and 2 skill points.

Level 4: Attacking at +10 (18-20/x2) for 2d4+18 damage.  Can cleave 40 Hit Points, AC 21/13/18.  Saves: 6/3/2, 8 skill points.  

Level 8: Attacking at +16/+9, dealing 2d4+21 on the first iteration and 2d4+24 on the second (15-20/x2).  Can make a single attack for +16 for 4d4+24 (15-20/x2).  Can lunge.  84 Hit Points, AC 21/13/18. Saves: 8/4/3, 16 skill points.

Level 12: Attacking at +22/+13/+8, dealing 2d4+27 on the first and 2d4+30 on the second and third (15-20/x2).   Can make a single attack for +22 dealing 4d4+30 (15-20/x2).  124 hit points, AC 21/13/18.  Saves 10/6/5, 24 skill points.  (DPR against average AC is 54.  Hits DPR 42 with a single hit.)

Level 16:  Attacking at +28/+18/+13/+8, dealing 2d4+37 on the first and 2d4+41 on all others.  Can make a single attack for +28 dealing 4d4+44  Can lunge.  Stagger, blind and sunder on every crit.  164 Hit Points, AC 21/13/8.  Saves 12/7/6.  32 skill points.

Level 20:  Attacking at +33/+22/+17/+12, dealing 2d4+42 on the first and 2d4+46 on al others.  Can make a single attack for +33, dealing 4d4+45.  Or Can make a single attack for 28 for 4d4+45 and an automatic critical threat.  (Keep a scythe on hand for +26, 2d6+45 and an automatic critical threat for 8d6+180 damage).  On every crit can Stun, Blind and sunder, and can sicken on a different crit.  Sunders at a +28. AC 21/13/18.  Saves: +14/+8/+9.  40 skill points.



Thursday, January 30, 2014

Gaming Background Music


Normal Fight/Skirmish
Boarding a ship, a fight with trolls, skirmishes, meant for increasing energy.
Skirmish (Midnight Syndicate) - Has a few sounds of swords clashing.
Deep Trouble (Midnight Syndicate) - Darker feel
How Strange (Midnight Syndicate)
All Drums go to Hell (Two Steps from Hell) - Focus on Drums, over an hour.
Order Battles (The Witcher)
Last Battle (Ocarina of Time, ZREO)
Fuse (Xenogears)
Awakening (Xenogears)
Grahf Emperor of Darkness (Xenogears)
Skyworld (Two Steps from Hell) - Positive and inspirational
The Fire Dragon (The 13th Warrior)
Stalwarts Unite (Fire Emblem:RD)
Fire Emblem: Radiant Dawn Soundtrack - An hour and a half of a mix of great stuff


Epic Fight/Boss Fight
The epic conclusion, last hope of humanity, facing the god of death, meant for really increasing energy!
Lair of the Great Worm (Midnight Syndicate) - A bit of chanting midway through.
Final Confrontation (Midnight Syndicate) - Swords clashing and battle cries halfway through.
Poseidon's Wrath (God of War III)
War (Avatar/James Horner)
Black Blade (Two Steps from Hell)
Moving Mountains (Two Steps from Hell)
To Glory (Two Steps from Hell) - More positive
Archangel (Two Steps from Hell)
Epic10 (The Prime Cronus) - A mix of epic songs with darker and lighter tones


Mystical
Abandoned ruins, ancient cities, strange artifacts, cliff top temples, meant for evoking wonder.
Prelude (Midnight Syndicate)
Eternal Mystery (Midnight Syndicate)
Relic Uncovered (Midnight Syndicate) - Angelic choir feel
Ancient Temple (Midnight Syndicate) - Darker, more mysterious.
The Dike (The Witcher)
Dead City (The Witcher)
Garden of God (Chrono Cross)
The Bioluminescence of the Night (Avatar/James Horner)


Mysterious
Dark places, unknown horrors, strange events, creepy dungeons, meant for evoking tension.
Craft of the Wizard (Midnight Syndicate)
Fens of Sargath (Midnight Syndicate) - Has natural sounds, best used outdoors.
Stealth and Cunning (Midnight Syndicate)
Craft of the Wizard (Midnight Syndicate) - A little chanting mid-way through.
The Secret Chamber (Midnight Syndicate)
The Runis of Bone Hill (Midnight Syndicate) - More positive.


Dungeon Crawling/Dark Set Up
Enemy armies marching, dragons far the the east, exploring dangerous places, lost in dangerous tombs, meant for evoking fear.
Troubled Times (Midnight Syndicate)
Decent into depths (Midnight Syndicate)
Beast of the Borderlands (Midnight Syndicate)
The Army of the Dead (Midnight Syndicate) - Some crinkly sounds, bones.
Stone Tower Temple (Majora's Mask)
Dungeon Music Compilation One and Two - A bit more relaxing.
Evil Overlord (Erdenstern) - Choir, evil, could be used for combat.
Dracula Soundtrack (Bram Stoker's Dracula) - Playlist, mix of energetic and calming, all dark.
The Dune Soundtrack - Darker, 1+ hour song, can mostly be used for Dungeon crawl.



Normal Travel/General Ambience
Overland travel, movement, arrivals, meant for evoking general ambience.
Ride to Destiny (Midnight Syndicate) - A bit on the darker and tenser side.
Forest of the Black Moon (Xenogears)
Emotions (Xenogears) - Very positive, but active
Overworld (Terranigma) - MIDI sounding.
Gothic 2 Soundtrack - 1.5 hours, subdued and dark.
The Celestial Aeon Project - A range of mostly chill songs.
Reel Around the Sun (Bill Whelan)


Epic Travel
Cresting the Mountain Ridge, first time on the road, last time on the road, setting sail, meant for evoking inspiration.
City of Sails (Midnight Syndicate)
Leftovers From Dreams of the Strong (Xenogears)
The Blue Traveler (Xenogears)
Wings (Xenogears)
Iknimaya - The Path to Heaven (Avatar/James Horner)
Jake's First Flight (Avatar/James Horner) - Has peaks and valleys.
New Beginnings (Audiomachine)
Ice of Phoenix (Audiomachine) - A bit uneven in tone though, peaks and valleys
Epilogue, Into the Green (Erdenstern)
Quest for Glory (Soul Calibur II)


Town/Inn
Relaxed evening at home, sitting around the campfire, sleepy little town, relaxed city square, meant for evoking calm and reflection.
Peaceful Moments (The Witcher)
Dusk of a Northern Kingdom (The Witcher)
RPG Chillout Music - A dozen hours of calm, pleasant atmospheric music.  Playlist.


Lively Tavern/Busting City
Crowded market, drinking songs, arrival in an exotic city, banners streaming from towers, meant for evoking interest and excitement.
Deku Palace (Majora's Mask, ZREO) - Slight middle eastern theme
Outset Island (Wind Waker, ZREO) - A bit more calm
Dazil, City of Burning Sand (Xenogears) - Strong middle eastern theme.
Solaris, Eden of Heaven (Xenogears)
RPG Tavern Music Compilations One, Two, Three, Four
Samai Al Salam (Salim Al Nur) - Extremely strong middle eastern theme
Taverns (Baldur's Gate)


Varied
Longer and more varied songs, used in the background over extended periods.
Nemisis (Two steps from Hell) - Hour+ playlist, mix of lighter and darker tracks but all energetic.  Can use broadly for battle.
Invincible (Two Steps from Hell) - 1 hour song, lots of epic mildly positive.  Can use broadly for epic travel or battle.
Conan the Barbarian, Full Soundtrack - 1 hour song, mix, starts of with some narration.
Assassin's Creed 2, Full Soundtrack - 2 hour song
The Last Temptation of Christ - 1 hour
Vagrant Story OST - 2+ hour playlist.
Epic Weekly (The Prime Cronus) - Very long playlist with mostly epics, both positive and negative.
The Braveheart Soundtrack - 2+ hour song.
Gladiator Soundtrack - 2 hour song, generally high energy.
Best of Inception - 45 Minutes, generally darker high energy.

No Music, Just Ambience
Nobilia Marketplace (Secret of Evermore) - No music, just background crowd noises.

Feel free to post more in the comments!

Wednesday, January 29, 2014

Dazzling Inquisitor (Inquisitor Build)

Dazzling Inquisitor
Half-Orc Inquisitor with the Conversion Inquisition 17/Cavalier(Gendarme) with the order of the Cockatrice 2/Rouge(Thug) 1
Fear me!

The Primary Purpose of the Dazzling Inquisitor is to intimidate his foes, both in and outside of combat. His main method is dazzling display, but he gets a few other tricks down the road. He is also a decent front line fighter.  Your first two levels are Cavalier (Gendarme) with the Order of the Cockatrice. Next you dip one level of Rogue (Thug). The rest is Inquisitor with the Conversion Inquisition.


Attributes

Str>Wis>Con>Dex>Int>Cha

Put your increases into strength. If your wisdom is under 16, make sure that is maintains pace with the spells you can cast. With the Conversion Inquisition, Charisma does nothing for this build.

Also, choose the half-orc favored bonus, by adding ½ to intimidate checks every level.

15 Point Buy
STR: 18 (16+2)
DEX: 13
CON: 14
INT: 7
WIS: 14
CHA: 7

20 Point Buy
STR: 18 (12+2)
DEX: 13
CON: 14
INT: 7
WIS: 16
CHA: 7

25 Point Buy
STR: 18 (14+2)
DEX: 13
CON: 16
INT: 7
WIS: 16
CHA: 7


Traits

Unnatural Presence: This allows you to demoralize animals and vermin. Very useful!
Bully or Brute: +1 To intimidate


Feats

1: Cavalier: Power attack, Weapon Focus: Falchion
2: Cavalier: Dazzling Display
3: Rogue: Furious Focus
4:
5: Intimidating Prowess
6:
7: Cornugon Smash
8:
9: Shatter Defenses
10:
11: Antagonize
12:
13: Persuasive
14:
15: Dreadful Carnage
16:
17: Dodge
18:
19: Gory Finish
20:


Suggested Gear

Standard weapon enchantment (keen helps) and armor enchantments. Grab a falchion for some sweet 18-20 crit range. You want the heaviest armor you can get - full plate? Nothing too special besides that. Ominous and Cruel weapon enchantments will help your cause.


Spells

Litanies are great, grab some of those. Besides that, Persuasive Goad and Instrument of Agony will be helpful.


What the Build Looks Like at...

This assumes a 20 point buy and only mundane equipment (not even masterwork)

Level 1: We are just a cavalier right now. Might as well grab a horse animal companion for a flanking buddy, as we won’t be riding for too long. We don’t have dazzling display yet, but we do have an intimidate +5. Other than that, we attack at +6 (18-20) for 2d4+6. 12 HP, 20 AC.

Level 4: We have dazzling display with +14 and all the usual inquisitor tricks, plus a few rogue and cavalier tricks. Other than that, we attack at +7 (+9 against shaken) (18-20) for 2d4+9. 34 HP, 20 AC.

Level 8: We intimidating at +26. With Judgement of Destruction, and power attack, we are attacking at +10 (18-20) for 2d4+15. 62 HP, 20 AC.

Level 12: We are intimidating at +34. With Judgement of Destruction and Justice, and power attack, we are attacking at +14/+8 (18-20) for 2d4+20.   90 HP, 20 AC. (Against Shaken opponents, DPR 23)

Level 16: We are intimidating at, um. +47, which means even if you roll a one on your intimidate check, you demoralize a CR 20 Red Dragon Wyrm for 2 rounds. With Judgement of Destruction and Justice, and power attack, we are attacking at +21/+13/+8 (18-20) for 2d4+23, which isn’t too shabby. We’ve got 118 HP, 24 AC.

Level 20: We are intimidating at +55, which means you have a 30% chance of demoralizing the CR 39 Lucifer for two rounds. With a decent ominous weapon and a good roll, you have a chance of making him flee! With Judgement of Destruction and Justice, and power attack, we are attacking at +25/+16/+11 (18-20) for 2d4+27, which isn’t too shabby. We can also have protection up, yielding 146 HP, 25 AC.


Tactics

First round, dazzling display as a standard action, then charge in. Cause about half of the enemies to be frightened through your rogue archetype so that you only need to fight half at a time.  You can completely destroy enemies groups by having many or most of them flee, then picking off the remainder and killing the rest.  Cornugon smash and dreadful carnage will allow you to continue demoralizing in combat. Then, your level 9 shatter defenses will allow you to treat demoralized enemies as flat footed!

The rogue thug archetype allows you to increase the length of demoralize by one round, or change it to frightened if it would go for 4 rounds or longer. You also get sneak attack against all those flat footed enemies! Your Order of the Cockatrice Cavalier dip gives you +2 to hit demoralized enemies - which should be everybody.

If up against guys who can’t be demoralized, you still hit with an alright amount of punch, so get in there swinging. You also have a number of spells up your sleeves, and a decent wisdom score to back it up.

Your intimidate will also be very, very useful outside of combat.


Guide to the Builds
Comprehensive Guide to the Guides