McToomin
2012-05-29, 10:59 AM
So basically, this topic (http://www.giantitp.com/forums/showthread.php?t=244656) inspired me to create a Telflammar Shadowlord. I didn't want to take over that thread though so I'm making a new one. Basically, I have no idea how to make it happen. Here's what I want from the build:
An unarmed fighter...
who gets Shadow Pounce as early as possible...
and has good enough spellcasting to cast the teleportation spells I need (and greater mighty whallop...
Obviously, I'm going for a Nightcrawler-like character who can teleport and get up to three full attacks per round (with swift, move, and standard action teleports). Credit to Phoenix00 at brilliantgameologists for the following list of spells:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now at first glance it may look like psionics are awesome teleporters, but wizards are still better teleporters
For swift action they got Abrupt Jaunt, Shadow Cloak (Drow of the Underdark), Belt of Battle (Magic Item Compedium), Circle of Rapid Casting (Magic Item Compedium)
For move actions you have Dimension Jumper (Wizard/Sorc 5) cast as a swift action but for the rest of combat 1/round you can teleport as a move action.
For standard actions there are multiple spells you can use.
Benign Transposition (Wiz/Sorc 1) Spell Compedium
Baleful Transposition (Wiz/Sorc 2) Spell Compedium
Dimension Leap (Wiz/Sorc 2) Magic of Eberron
Dimension Hop (Wiz/Sorc 2) Players Handbook 2
Dimension Step (Wiz/Sorc 3) Players Handbook 2
Dimension Door (Wiz/Sorc 4) Core
Teleport (Wiz/Sorc 5) Core
etc
Plus with Arcane you have lots of metamagic, Arcane Fusion, and Polymorph.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
So yeah. I'll probably be taking Superior Unarmed Strike, so I wouldn't worry much about Monk. Monk can get several of the feats for free, but I won't be using the other abilities, and Fighter can get the feats too with full BAB.
I'd also like to avoid things that aren't RAW, or things that require DM fiat or what have you. However, my group generally plays Pathfinder with 3.5 stuff converted over (usually with no changes), so I will be using Pathfinder where appropriate or beneficial (such as with feats, or ). Here's kind of what I had in mind:
Some race with the Shadow-Walker template, let's go with Strongheart Halfling since I have a thing for Small races (yes, even though it's an unarmed fighter :P)
1 ~ Shadow-Walker template
2 ~ Sneak Attack Fighter 1 : +Trait: Magical Knack (Wizard)+, Dodge, Improved Unarmed Strike
3 ~ Sneak Attack Fighter 2 :
4 ~ Sneak Attack Fighter 3 : Superior Unarmed Strike
5 ~ Conjuration (Teleportation) Wizard 1 : Blind-Fight, Mobility
6 ~ Conjuration (Teleportation) Wizard 2 :
7 ~ Conjuration (Teleportation) Wizard 3 : Spring Attack
8 ~ Conjuration (Teleportation) Wizard 4 :
9 ~ Telflammar Shadowlord 1 : Two-Weapon Fighting
10 ~ Telflammar Shadowlord 2 :
11 ~ Telflammar Shadowlord 3 : Double Slice
12 ~ Telflammar Shadowlord 4 :
13 ~ Abjurant Champion 1 : Improved Two-Weapon Fighting
14 ~ Abjurant Champion 2 :
15 ~ Abjurant Champion 3 : Power Attack
16 ~ Abjurant Champion 4 :
17 ~ Abjurant Champion 5 : Greater Two-Weapon Fighting
18 ~ Eldritch Knight? 1 : Cleave
19 ~ Eldritch Knight? 2 : Great Cleave
20 ~ Eldritch Knight? 3 :
That's using the wizard variant that gives Fighter bonus feats.
SA Fighter 3/Conjuration (Teleportation) Wizard 4/Telflammar Shadowlord 4/Abjurant Champion 5/Eldritch Knight 3
This build gives me 6th-level spells and 16 BAB. However, since most spells would be devoted to teleports, lost caster levels aren't AS harmful as they could be. I'd mostly focus on low-level buffs and and try to teleport as much as possible to proc the shadow pounce. The Teleportation (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/conjuration/teleportation) school of magic (from Pathfinder) gives a swift action teleport 3+Int per day at 1st level, so that's already pretty good for not having to expend spell slots. The shadow-walker template also grants dimension door that increases with Character Level. With these two, I still have some options for the shadow pounce before I start really advancing my spellcasting towards the end of the build.
I know some of the normal melee abilities don't really come online until very late levels, but I feel like this guy would make a good fighter even starting from level 1. Full BAB and sneak attack starting from first level, and then starts adding spells (not to mention the free swift action teleport, which is useful to any build), I think he'd do just fine until he reached shadow pounce.
So, looking over the build, does it have any huge holes or weaknesses? I'm kind of iffy on the feats taken after Spring Attack, although I feel like going the full two-weapon fighting tree wouldn't be bad, as even if I use my swift action for wraithstrike instead of a third teleport I can get two full attacks as touch attacks, with three additional attacks each.
But if you have any suggestions or ideas, I'd love to hear them!
An unarmed fighter...
who gets Shadow Pounce as early as possible...
and has good enough spellcasting to cast the teleportation spells I need (and greater mighty whallop...
Obviously, I'm going for a Nightcrawler-like character who can teleport and get up to three full attacks per round (with swift, move, and standard action teleports). Credit to Phoenix00 at brilliantgameologists for the following list of spells:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now at first glance it may look like psionics are awesome teleporters, but wizards are still better teleporters
For swift action they got Abrupt Jaunt, Shadow Cloak (Drow of the Underdark), Belt of Battle (Magic Item Compedium), Circle of Rapid Casting (Magic Item Compedium)
For move actions you have Dimension Jumper (Wizard/Sorc 5) cast as a swift action but for the rest of combat 1/round you can teleport as a move action.
For standard actions there are multiple spells you can use.
Benign Transposition (Wiz/Sorc 1) Spell Compedium
Baleful Transposition (Wiz/Sorc 2) Spell Compedium
Dimension Leap (Wiz/Sorc 2) Magic of Eberron
Dimension Hop (Wiz/Sorc 2) Players Handbook 2
Dimension Step (Wiz/Sorc 3) Players Handbook 2
Dimension Door (Wiz/Sorc 4) Core
Teleport (Wiz/Sorc 5) Core
etc
Plus with Arcane you have lots of metamagic, Arcane Fusion, and Polymorph.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
So yeah. I'll probably be taking Superior Unarmed Strike, so I wouldn't worry much about Monk. Monk can get several of the feats for free, but I won't be using the other abilities, and Fighter can get the feats too with full BAB.
I'd also like to avoid things that aren't RAW, or things that require DM fiat or what have you. However, my group generally plays Pathfinder with 3.5 stuff converted over (usually with no changes), so I will be using Pathfinder where appropriate or beneficial (such as with feats, or ). Here's kind of what I had in mind:
Some race with the Shadow-Walker template, let's go with Strongheart Halfling since I have a thing for Small races (yes, even though it's an unarmed fighter :P)
1 ~ Shadow-Walker template
2 ~ Sneak Attack Fighter 1 : +Trait: Magical Knack (Wizard)+, Dodge, Improved Unarmed Strike
3 ~ Sneak Attack Fighter 2 :
4 ~ Sneak Attack Fighter 3 : Superior Unarmed Strike
5 ~ Conjuration (Teleportation) Wizard 1 : Blind-Fight, Mobility
6 ~ Conjuration (Teleportation) Wizard 2 :
7 ~ Conjuration (Teleportation) Wizard 3 : Spring Attack
8 ~ Conjuration (Teleportation) Wizard 4 :
9 ~ Telflammar Shadowlord 1 : Two-Weapon Fighting
10 ~ Telflammar Shadowlord 2 :
11 ~ Telflammar Shadowlord 3 : Double Slice
12 ~ Telflammar Shadowlord 4 :
13 ~ Abjurant Champion 1 : Improved Two-Weapon Fighting
14 ~ Abjurant Champion 2 :
15 ~ Abjurant Champion 3 : Power Attack
16 ~ Abjurant Champion 4 :
17 ~ Abjurant Champion 5 : Greater Two-Weapon Fighting
18 ~ Eldritch Knight? 1 : Cleave
19 ~ Eldritch Knight? 2 : Great Cleave
20 ~ Eldritch Knight? 3 :
That's using the wizard variant that gives Fighter bonus feats.
SA Fighter 3/Conjuration (Teleportation) Wizard 4/Telflammar Shadowlord 4/Abjurant Champion 5/Eldritch Knight 3
This build gives me 6th-level spells and 16 BAB. However, since most spells would be devoted to teleports, lost caster levels aren't AS harmful as they could be. I'd mostly focus on low-level buffs and and try to teleport as much as possible to proc the shadow pounce. The Teleportation (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo---arcane-schools/classic-arcane-schools/conjuration/teleportation) school of magic (from Pathfinder) gives a swift action teleport 3+Int per day at 1st level, so that's already pretty good for not having to expend spell slots. The shadow-walker template also grants dimension door that increases with Character Level. With these two, I still have some options for the shadow pounce before I start really advancing my spellcasting towards the end of the build.
I know some of the normal melee abilities don't really come online until very late levels, but I feel like this guy would make a good fighter even starting from level 1. Full BAB and sneak attack starting from first level, and then starts adding spells (not to mention the free swift action teleport, which is useful to any build), I think he'd do just fine until he reached shadow pounce.
So, looking over the build, does it have any huge holes or weaknesses? I'm kind of iffy on the feats taken after Spring Attack, although I feel like going the full two-weapon fighting tree wouldn't be bad, as even if I use my swift action for wraithstrike instead of a third teleport I can get two full attacks as touch attacks, with three additional attacks each.
But if you have any suggestions or ideas, I'd love to hear them!