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19:40, 27th April 2024 (GMT+0)

Character Creation.

Posted by The WorldFor group 0
The World
GM, 24 posts
Tue 8 May 2018
at 21:40
  • msg #66

Character Creation

Are you guys interested in creating a back story on why you are together? If not I will just have you all meet as adventurers on the road to the villiage of Nightstone.
Joe
player, 31 posts
Tue 8 May 2018
at 21:56
  • msg #67

Re: Character Creation

The World:
Are you guys interested in creating a back story on why you are together? If not I will just have you all meet as adventurers on the road to the villiage of Nightstone.

I am fine any way, but maybe my character can be traveling with Dixon's dwarf under false pretenses in his guise as a half elf priest of Ohgma. He is interested in finding a particular magical item (Ruby of the warmage from xanathars guide).
Allan
player, 17 posts
Tue 8 May 2018
at 22:15
  • msg #68

Re: Character Creation

Now I am thinking of a variant human multi-class Paladin/Mystic. Polemaster (feat), sentinel (feat), tunnel fighter (fighting style), Giant growth (mystic discipline).

At only level 6 you would have unlimited OoA's with tunnel fighter, be able to OoA whenever someone gets in your range, and have that range expanded to 15'. Plus you get an extra 1d4 damage for the larger size. Seems pretty awesome. Oh, and if anyone tries to leave, even disengaging, you get OoA's.
Dixon
player, 16 posts
Tue 8 May 2018
at 22:17
  • msg #69

Re: Character Creation

Totally plausible for Morgrim, though he assumes there is an unspoken agreement that the stone will be his ;)

Power that game Allan!
Joe
player, 32 posts
Tue 8 May 2018
at 22:27
  • msg #70

Re: Character Creation

Allan:
Now I am thinking of a variant human multi-class Paladin/Mystic. Polemaster (feat), sentinel (feat), tunnel fighter (fighting style), Giant growth (mystic discipline).

At only level 6 you would have unlimited OoA's with tunnel fighter, be able to OoA whenever someone gets in your range, and have that range expanded to 15'. Plus you get an extra 1d4 damage for the larger size. Seems pretty awesome. Oh, and if anyone tries to leave, even disengaging, you get OoA's.

Man, I feel like I should step up my game a bit. What's your dpr, brah?

Also, Bugbear starts out with extra 5' range, +2 str +1 dex, +2d6 damage on surprise attack. I guess you need the feat though.

To be clear, Dixon, my intention was that Morgrim would not know Ratt's identity. As far as he knows, Ratt (who is going by Francis) is interested in studying obtaining it, studying it, and finding out it's formula.
Dixon
player, 17 posts
Tue 8 May 2018
at 22:29
  • msg #71

Re: Character Creation

That was pretty clear.
Allan
player, 18 posts
Tue 8 May 2018
at 23:04
  • msg #72

Re: Character Creation

quote:
What's your dpr, brah?

I dunno...

Weapon 1-10
Size when orger size 1d4 bludgeon bonus
STR +3
Bonus polearm master attack when it is my turn 1d4


So I can infinitely attack things running into or out of my 15' reach for 5-17 dmg (1d10+3 plus 1d4)

And on my turn I could attack for 7-33 dmg  to 2d8 smite, 1d10 weapon, 3 STR, 1d4 size bludgeon. I can do 8-37 if I am not using tunnel fighting fighting stance.

I am not sure I every built a character strictly on the intent to make them a death machine or even optimized. I normally look for a scheme that I like and go with it whether they can keep up or not. I would already be a paladin dwarf except I have played a dwarf many times over the years.

Someone help me audit my concept to make sure that I am not misreading.

Also, I was thinking of going quarter staff instead of other polearm so that I can wield a shield. I was hoping to get to plate+shield (20AC)
Joe
player, 33 posts
Tue 8 May 2018
at 23:20
  • msg #73

Re: Character Creation

Looks legit so far. If you go Oath of Vengeance you can move anytime you hit someone with an opportunity attack without provoking attack (lvl 7 paladin). So you can always put enemies in your range but out of theirs, so they can either do ranged attacks, try to leave, or try to advance. The other nice thing about that Oath is the spell Hunter's Mark which adds 1d6 to each hit.

There are lots of ways to move things, so other characters might be able to push people back, or pull them into your range.
Joe
player, 34 posts
Tue 8 May 2018
at 23:29
  • msg #74

Re: Character Creation

One thing though is that I'd you use a staff your range will be 5' or 10' when large
Allan
player, 19 posts
Tue 8 May 2018
at 23:49
  • msg #75

Re: Character Creation

Yeah... no reach for qt.staff. Guess I'll go with glaive and when mounted (preferred) I can use shield and lance.
Joe
player, 35 posts
Tue 8 May 2018
at 23:54
  • msg #76

Re: Character Creation

Allan:
Yeah... no reach for qt.staff. Guess I'll go with glaive and when mounted (preferred) I can use shield and lance.

But no polearm benefits with lance, tho...
Allan
player, 20 posts
Tue 8 May 2018
at 23:57
  • msg #77

Re: Character Creation

My reach with staff would be 10 when focusing on Giant Growing (free). I don't actually have to grow to ogre size (2 psi) to get the reach. If I am reading this right. But if I was fighting giants I think I would need more.

quote:
Psychic Focus. While focused on this discipline, your reach increases by 5 feet


I could always start with qt staff and then worry about greater reach when I can get the sentinel feat. Maybe I can find another way to up my AC by then.
Joe
player, 36 posts
Wed 9 May 2018
at 00:07
  • msg #78

Re: Character Creation

Yeah, seems like something to play by ear depending on situation/available gear.

My character is starting out with quarterstaff and shield, coincidentally.
Joe
player, 37 posts
Wed 9 May 2018
at 00:32
  • msg #79

Re: Character Creation

Iron hide from the iron durability discipline, let's you boost ac with reaction (+1 ac per psi point). Focus give steady +1 ac.
Allan
player, 21 posts
Wed 9 May 2018
at 01:32
  • msg #80

Re: Character Creation

I ignored it when I was thinking of being a warforged but now I guess it's more inviting now.
Allan
player, 22 posts
Wed 9 May 2018
at 02:11
  • msg #81

Re: Character Creation

I think brute force compliments the strategy better because of knock-back when I hit. Then if they get through my sentinel I can use knock back to cause damage and reset.

So my plan is something like this

lvl 1: Paladin - for the starting HP, healing, and equipment
lvl 2: Mystic - Mindthrust talent for range attacks (1d10 on a INT save fail) and Giant Growth Discipline
lvl 3: Mystic
lvl 4: Mystic - Brute force discipline for the knockback
lvl 5: Mystic - Sentinel feat
lvl 6: Paladin - Tunnel Fighter stance for unlimited AoO


I don't know past that. Probably 3 more levels of Paladin for the extra attack and then 2 more Mystic for another discipline.

Thoughts? Errors? I am trying to get it written up.
Joe
player, 38 posts
Wed 9 May 2018
at 02:38
  • msg #82

Re: Character Creation

Most mystic orders give you 2 extra disciplines from its orders list at level one. The number of disciplines known on the mystic table I believe can be chosen from any order.
Joe
player, 39 posts
Wed 9 May 2018
at 02:50
  • msg #83

Re: Character Creation

Allan:
I think brute force compliments the strategy better because of knock-back when I hit. Then if they get through my sentinel I can use knock back to cause damage and reset.

So my plan is something like this

lvl 1: Paladin - for the starting HP, healing, and equipment
lvl 2: Mystic - Mindthrust talent for range attacks (1d10 on a INT save fail) and Giant Growth & Brute Force Discipline (order discplines); + 1 Discipline from any order (Iron Durability?).
lvl 3: Mystic
lvl 4: Mystic - +1 discipline, +1 talent.
lvl 5: Mystic - Sentinel feat
lvl 6: Paladin - Tunnel Fighter stance for unlimited AoO


I don't know past that. Probably 3 more levels of Paladin for the extra attack and then 2 more Mystic for another discipline.

Thoughts? Errors? I am trying to get it written up.

Allan
player, 23 posts
Wed 9 May 2018
at 02:56
  • msg #84

Re: Character Creation

I was writing in the ones critical to my build but I didn't know it was mix and match with discipline. Why group them?
Joe
player, 40 posts
Wed 9 May 2018
at 03:05
  • msg #85

Re: Character Creation

Because when you choose an order at lvl one you get two bonus disciplines from that specific order (with the exception of soul knife which doesn't get bonus disciplines and has no grouped order disciplines).

This is my understanding at least.
Allan
player, 24 posts
Wed 9 May 2018
at 03:58
  • msg #86

Re: Character Creation

In reply to Joe (msg # 85):

Had a minute to read back to the beginning and I concur. Immortals get two disciplines from Immortal and then it is free pick. I can now throw a restoration in there
Joe
player, 41 posts
Wed 9 May 2018
at 04:23
  • msg #87

Re: Character Creation

It may be possible that the Mystic is too front loaded and not well balanced. It is still playtest material. Not to throw cold water. My vote is to play it and see how it goes, though.
Allan
player, 25 posts
Wed 9 May 2018
at 05:12
  • msg #88

Re: Character Creation

I'm working through the multi class functionality since it has not been incorporated yet for the same reasons you mentioned (playtest).

I think it nerfs the paladin side quite a bit. It looks like I'll be very strong up front but get spent quickly at higher levels.


I'd like to play it out. I'll post when the build is complete and leave it to the group and DM or just DM.
Joe
player, 42 posts
Wed 9 May 2018
at 05:27
  • msg #89

Re: Character Creation

I agree with your analysis.
Joe
player, 44 posts
Wed 9 May 2018
at 15:33
  • msg #90

Re: Character Creation

Allan:
Immortals get two disciplines from Immortal and then it is free pick. I can now throw a restoration in there

At 1st level, then one more at 3rd.

Was looking at this a little more and doing some math. The mystic is like the warlock in a lot of ways. One difference is that the warlock relies on multiple short rests to keep up on power throughout the day whereas the mystic gets all his points up front. Mystics can do any combination of a lot of little things or a few big things (and really, the "few" is equivalent to what Warlocks might do over 2-3 short rests).

It had always been this way with psions. The people that design these classes are all about deconstructing a bunch of abilities which normally results in the ability to manage super combos or for characters to "go nova". In a campaign that has one big encounter a day it is overpowering. In one where you have several small encounters it's more balanced.

People have strong feelings about psionics. People who like it love it and people who don't ban it.

But like you said, I think multiclassing in this case kind of nerfs both classes. It would be better if orders came at level 2 in my opinion, but I don't think that matters much either in this case.
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