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  1. - Top - End - #1
    Pixie in the Playground
     
    GnomePirate

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    Default Spellwarp Sniper

    What would be a good build for a halfling spwllwarp sniper at 15th level with levels in sorcerer and rogue?
    -I need how many levels I should take of each class
    -and I need what feats I should take
    Thank you all in advanced
    Last edited by crillitor; 2010-04-27 at 04:29 AM.

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    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Spellwarp Sniper

    Rogue 1/Sorcerer 9/Spellwarp Sniper 5. Thou shalt not lose caster levels. This answer assumes those are the only classes in play, as they're the only ones listed by the OP.

    I'm splitting the difference on flaws, and using a strongheart halfling as the example.

    1. Rogue: PB Shot, Precise Shot.
    3. Fell Drain (LM)
    6. Empower Spell
    9. Split Ray (CArc)
    12. Precise Shot, Rapid Shot[SwS Bonus]
    15. Many Shot

    Get metamagic rods for Still and Silent spell.

    EDIT: Typo
    Last edited by Amphetryon; 2010-04-27 at 11:18 AM.
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    Troll in the Playground
     
    OldWizardGuy

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    Default Re: Spellwarp Sniper

    Spellthief 1 (it's rogue but better in this case for you)/Sorcerer 4/Unseen Seer 10.

    It's not Spellwarp Sniper, but it's similar in execution. It's also better, to boot! Use your advanced learnings to grab Hunter's Eye (PHB 2) for more sneak attack. Other options include some ranger-ranged focus spells from Spell Compendium. I'm being lazy, so I'll just link you to the handbook.

    For feats, something like
    1 Improved Initiative
    3 Extend Spell or ranged feat or a reserve feat for pew pew pew
    6 Master Spellthief
    9 Ranged feat or a reserve feat
    12 ranged feat or a reserve feat
    15 ranged feat or a reserve feat

    For everything else, there's mastercard a handbook.
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    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
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  4. - Top - End - #4
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    Escheton's Avatar

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    Default Re: Spellwarp Sniper

    prepare to make seeking ray your bread and butter.
    second lvl evocation. 4d6 dmg,ignores concealment and cover, if hit: +4 to rays 1round/cl
    plaha II btw
    Last edited by Escheton; 2010-04-27 at 09:26 AM.
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    Colossus in the Playground
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    Default Re: Spellwarp Sniper

    Rogue 1/Sorc 4/Unseen Seen X/Spellwarp Sniper 5 with Wings of Flurry, Rapid Metamagic, Meta Reducers, SA boosting (including Hunter's Eye and Persistent Spell on 16), Practiced Spellcaster and go to town. Use few others too; Frost Breath and the like. But Wings of Flurry is the best spellwarpable ever; daze + uncapped Xd6 Force-damage at level 4 slot!
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  6. - Top - End - #6
    Ogre in the Playground
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    Default Re: Spellwarp Sniper

    Spellthief (w/ Master Spellthief feat from Complete Scoundrel) in all ways better than Rogue for a build like this. Otherwise, definitely mix Unseen Seer and Spellwarp Sniper, as suggested above.

    -X
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  7. - Top - End - #7
    Orc in the Playground
     
    Chimera

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    Thumbs up Re: Spellwarp Sniper

    Quote Originally Posted by Amphetryon View Post
    Rogue 1/Sorcerer 9/Spellwarp Sniper 5. Though shalt not lose caster levels. This answer assumes those are the only classes in play, as they're the only ones listed by the OP.

    I'm splitting the difference on flaws, and using a strongheart halfling as the example.

    1. Rogue: PB Shot, Precise Shot.
    3. Fell Drain (LM)
    6. Empower Spell
    9. Split Ray (CArc)
    12. Precise Shot, Rapid Shot[SwS Bonus]
    15. Many Shot

    Get metamagic rods for Still and Silent spell.
    Nice build,
    But,in order for rod to function you need to have it in your hand, if there's no hard free you can not cast spell. so there's only 1 rod for ya.

    Btw if you have access to LM so does your DM, so vile dmg= ouch, dead sooner or later in the campaign

    Quote Originally Posted by Escheton View Post
    prepare to make seeking ray your bread and butter.
    second lvl evocation. 4d6 dmg,ignores concealment and cover, if hit: +4 to rays 1round/cl
    plaha II btw
    seeking ray does not bypass full concealment nor full cover.
    bad bad spell.
    -------------------------------------------------------------------------
    as for the build you ultimate advantage is at 10th lvl,your cone of cold is actually a pollar ray,ouch 8th lvl spell!!

    wizard with focused specialist makes it better than sorceror ( 1 less spell more options, but if you want sorc its ok)

    after that lvl spellwarp sniper's potency drops. so after that i'd recomend taking lvl that gives you sneak attacks!Combined with craven & a ring of blink that allows you to sneak attack all the time!

    So,wizard 5/rogue 1/spellwarp 5/ ( the rest are up to you, take rogue, or assasin if you are evil, or a couple of archmage lvls for high arcana combinations, also the wizard 5 was taken for the bonus feat, for sorc take 4 lvls), halflings have rogue FC so no exp penalty.

    Also a reduce person is ideal for you , a tiny little thingy pew pew every1 from the sky( using alter shelf to become avariel .now you have wings )

    Consider taking deadly precision if you are unlucky,also hamstring would be a great idea, if you are good guy ina good campaign, sacred strike makes your d6 ==> d8 for evil opponents.

  8. - Top - End - #8
    Barbarian in the Playground
     
    Pluto's Avatar

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    Default Re: Spellwarp Sniper

    Quote Originally Posted by ErrantX View Post
    Spellthief (w/ Master Spellthief feat from Complete Scoundrel) in all ways better than Rogue for a build like this.
    You need Practiced Spellcaster for Unseen Seers anyway.
    All Master Spellthief does is cut the cost of the Twilight armor enhancement.

    At the cost of a feat, 8 skill points and a downgrade to the Spellthief skill list (no Balance, Diplomacy, Intimidate, Sense Motive, Sleight of Hand), that's a trade I wouldn't want to take.

    I guess making other casters sometimes lose their level 2 slots might be amusing, though.

  9. - Top - End - #9
    Ogre in the Playground
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    Default Re: Spellwarp Sniper

    Quote Originally Posted by Pluto View Post
    You need Practiced Spellcaster for Unseen Seers anyway.
    All Master Spellthief does is cut the cost of the Twilight armor enhancement.

    At the cost of a feat, 8 skill points and a downgrade to the Spellthief skill list (no Balance, Diplomacy, Intimidate, Sense Motive, Sleight of Hand), that's a trade I wouldn't want to take.

    I guess making other casters sometimes lose their level 2 slots might be amusing, though.
    For the ability to steal spells and use their energy to cast more and more? Yes, it's worth it.

    -X
    Chris Bennett
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  10. - Top - End - #10
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Spellwarp Sniper

    Quote Originally Posted by Raendyn View Post
    Nice build,
    But,in order for rod to function you need to have it in your hand, if there's no hard free you can not cast spell. so there's only 1 rod for ya.

    Btw if you have access to LM so does your DM, so vile dmg= ouch, dead sooner or later in the campaign
    Vile damage is in BoVD, first, and I can think of no feat in any book which the players might want that the DM couldn't use to expedite a player character's demise, if that's what the DM wants to do. Worrying beforehand about an arms race with the DM is a recipe for trouble.

    There are bracers available (I think in CArc, but I'm AFB) to allow you to chamber more than one metamagic rod. The issue then comes down to books and materials available in a campaign.
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  11. - Top - End - #11
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    Pluto's Avatar

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    Default Re: Spellwarp Sniper

    Quote Originally Posted by ErrantX View Post
    For the ability to steal spells and use their energy to cast more and more? Yes, it's worth it.

    -X
    I'm going to use this build for reference:
    Spellthief 1/Sorcerer 4/Unseen Seer 10/Spellwarp Sniper 5

    This character would be able to strip his targets of their 2nd level spell slots (when sneak attack conditions are met).

    (1 level spellthief + 4 levels of a class that grants arcane spellcasting = Spellthief level 5 for the purpose of removing spell slots from targets)

    This character gets this ability at level 6. At level 6, you can expect enemy casters to have level 3-4 spells to throw at you. Level 2 slots don't really matter.



    The character would only ever be able to recast 1st level spells (only 1 spellthief level).

    The spell energy couldn't be used to cast his own spells (that requires at least 4 levels in the Spellthief class).

    He will cast as a near-full level Sorcerer; he will have better things to do than spend a round slinging the Burning Hands spell he horked from an unwary opponent.

    I love Spellthief, but it just doesn't do anything useful here.
    It's hard not to get use out of Diplomacy in a high Cha character.

  12. - Top - End - #12
    Ogre in the Playground
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    Default Re: Spellwarp Sniper

    Quote Originally Posted by Pluto View Post
    I'm going to use this build for reference:
    Spellthief 1/Sorcerer 4/Unseen Seer 10/Spellwarp Sniper 5

    This character would be able to strip his targets of their 2nd level spell slots (when sneak attack conditions are met).

    (1 level spellthief + 4 levels of a class that grants arcane spellcasting = Spellthief level 5 for the purpose of removing spell slots from targets)

    This character gets this ability at level 6. At level 6, you can expect enemy casters to have level 3-4 spells to throw at you. Level 2 slots don't really matter..
    Quote Originally Posted by Realmshelp.dandello.net
    Master Spellthief

    Type: General
    Source: Complete Scoundrel

    Your arcane studies allow you to mingle arcane magic of different flavors for great effect.

    Prerequisite: Ability to cast 2nd-level arcane spells, steal spell.
    Benefit: Your spellthief levels stack with levels of other arcane spellcaster classes (that is, levels of any class that grants arcane spellcasting other than the spellthief) for the purpose of determining what level of spell you can steal. For example, a 4th-level spellthief/4th-level wizard could steal spells of up to 4th level, as if he were an 8th-level spellthief.
    Your spellthief and arcane spellcaster levels also stack when determining your caster level for all arcane spells. The character described above would have a caster level of 8th for both his spellthief spells and his wizard spells.
    In addition, you do not incur a chance of arcane spell failure for arcane spells cast or stolen from other classes, but only if you are wearing light armor. You incur the normal arcane spell failure chance when wearing medium or heavy armor or when using a shield.
    Special: A spellthief does not incur a chance of arcane spell failure when casting spellthief spells in light armor. He incurs the normal arcane spell failure chance for other arcane spells he casts, including those stolen from arcane casters.
    Emphasis mine. The above build would steal spells as a 19th level Spellthief, not a 5th level. It's just arcane spellcaster levels, Unseen Seer levels are arcane spellcaster levels as they advance a spellcasting class. Same goes for Spellwarp Sniper. So, yeah, it is actually quite worth it with Master Spellthief. Because then he's sucking out high level slots from enemies to cast his high level spells without actually burning out his own slots.

    -X
    Chris Bennett
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  13. - Top - End - #13
    Colossus in the Playground
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    Default Re: Spellwarp Sniper

    Quote Originally Posted by ErrantX View Post
    Emphasis mine. The above build would steal spells as a 19th level Spellthief, not a 5th level. It's just arcane spellcaster levels, Unseen Seer levels are arcane spellcaster levels as they advance a spellcasting class. Same goes for Spellwarp Sniper. So, yeah, it is actually quite worth it with Master Spellthief. Because then he's sucking out high level slots from enemies to cast his high level spells without actually burning out his own slots.

    -X
    Master Spellthief doesn't help with Divination Spell Power meaning you need to take Practiced Spellcaster anyways, and as it's a feat intensive build, you can't fit Master Spellthief. Also, Master Spellthief doesn't increase the maximum number of spells you can hold mostly meaning you'll just cause slot loss which will be inconsequential since if you're hitting a caster, you're most likely kicking the tar outta them too and as you can't hold the spells, they're useless to you. And light armor? Mage Armor is better.

    Rogue has more skillpoints, 8 total on first level, which is all that counts. Rogue 1/Sorc 4... is better, particularly for a Sorc due to lower Int, than Spellthief 1/Sorc 4... as long as you lack infinite feats (and even then, Master Spellthief really isn't all that useful).
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    Troll in the Playground
     
    OldWizardGuy

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    Default Re: Spellwarp Sniper

    Quote Originally Posted by Eldariel View Post
    Master Spellthief doesn't help with Divination Spell Power meaning you need to take Practiced Spellcaster anyways, and as it's a feat intensive build, you can't fit Master Spellthief. Also, Master Spellthief doesn't increase the maximum number of spells you can hold mostly meaning you'll just cause slot loss which will be inconsequential since if you're hitting a caster, you're most likely kicking the tar outta them too and as you can't hold the spells, they're useless to you. And light armor? Mage Armor is better.

    Rogue has more skillpoints, 8 total on first level, which is all that counts. Rogue 1/Sorc 4... is better, particularly for a Sorc due to lower Int, than Spellthief 1/Sorc 4... as long as you lack infinite feats (and even then, Master Spellthief really isn't all that useful).
    Mage armor can't get enhancements, so that's not true. Now, if you had said Greater Luminous Armor, I'd give it to you, but not mage armor.


    Also, I would almost be willing to argue for Master Spellthief allowing more spell levels stored, but that's neither here nor there. If nothing else, it is a possible houserule or you and your DM.
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    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.


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  15. - Top - End - #15
    Colossus in the Playground
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    Default Re: Spellwarp Sniper

    Quote Originally Posted by Thrice Dead Cat View Post
    Mage armor can't get enhancements, so that's not true. Now, if you had said Greater Luminous Armor, I'd give it to you, but not mage armor.
    On the levels where you'd care about wearing armor, Mage Armor is better. Later on you can just have Githcraft Chain Shirt if that's what you want, or just whatever.
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