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Thread: Spellwarp Sniper
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2010-04-27, 04:29 AM (ISO 8601)
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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 advancedLast edited by crillitor; 2010-04-27 at 04:29 AM.
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2010-04-27, 04:54 AM (ISO 8601)
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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: TypoLast edited by Amphetryon; 2010-04-27 at 11:18 AM.
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2010-04-27, 09:07 AM (ISO 8601)
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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'smastercarda handbook.
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2010-04-27, 09:25 AM (ISO 8601)
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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 btwLast edited by Escheton; 2010-04-27 at 09:26 AM.
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2010-04-27, 09:45 AM (ISO 8601)
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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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2010-04-27, 10:00 AM (ISO 8601)
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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.
-XChris Bennett
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2010-04-27, 10:13 AM (ISO 8601)
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Re: Spellwarp Sniper
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
seeking ray does not bypass full concealment nor full cover.
bad bad spell.
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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.
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2010-04-27, 11:10 AM (ISO 8601)
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Re: Spellwarp Sniper
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.
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2010-04-27, 11:22 AM (ISO 8601)
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Re: Spellwarp Sniper
Chris Bennett
Author and Lead Developer of Path of War
Freelancer
My credits:
Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.
My extended homebrew signature!
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2010-04-27, 11:24 AM (ISO 8601)
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Re: Spellwarp Sniper
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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2010-04-27, 11:49 AM (ISO 8601)
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Re: Spellwarp Sniper
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.
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2010-04-27, 12:09 PM (ISO 8601)
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Re: Spellwarp Sniper
Originally Posted by Realmshelp.dandello.net
-XChris Bennett
Author and Lead Developer of Path of War
Freelancer
My credits:
Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.
My extended homebrew signature!
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2010-04-27, 02:41 PM (ISO 8601)
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Re: Spellwarp Sniper
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).Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.
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2010-04-27, 02:57 PM (ISO 8601)
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Re: Spellwarp Sniper
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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2010-04-27, 03:17 PM (ISO 8601)
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Re: Spellwarp Sniper
Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.