monster build advice: erinyes with spear

Theo R Cwithin

I cast "Baconstorm!"
I'm having trouble choosing core feats for a modified devil based very closely on the erinyes.

She primarily uses a returning flaming spear (both as melee and as ranged) rather than the flaming bow, and carries a shortsword as her backup weapon, and no shield. Her spear is keyed to her specifically, and I'm thinking it will always return to her whether or not she is in the original spot she threw it from, as long as it was thrown by her. She has fire shield at will instead of unholy blight, and probably won't have the erinyes' Entangling Rope.

So, the question: Keeping everything else the same as the erinyes, what 4 core feats should she take (in addition to racial bonus feats Dodge and Mobility)? I'm not too picky which kind of spear is used, whichever works with the feats is fine. Ideally melee would be her strength, while maintaining a basic competence at range, but I'm open on that and any other suggestions.

Thanks for whatever advice you can give on this...
 

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I'll take a stab (pun intended):

Power Attack
Weapon Focus (Longspear)
Short Haft
Flay (just sounds like something a devil would have)

The last two are PHBII, and I swapped it up to longspear (which may or may not be what you were looking for). With this build I would use a few javelins or something similar for the ranged attacks (as Longspears cannot be thrown).

Ooh, and for the spear... it should be particularly nasty. Wounding instead of Flaming perhaps? That would be more enhancement bonus than the textbook Erinyes has... but since your skipping the Entangle ability, maybe it would make sense to punch up the remaining attack?
 

I hadn't thought of using javelins and a longspear... I'll definitely have to consider that!

Heh, I actually thought long and hard about Wounding. In the end, I decided to keep Flaming because there's a fire theme tied to this devil (as well as a "retribution" theme). And as for balancing the entangle, i figured that the improved returning (ie, it returns to the devil, rather than to he position) was actually pretty powerful as it means she's not "anchored" in place and has a fair bit more tactical flexibility, I think. (BTW, that special ability is for her only; it goes away in the hands of the PCs.)

Shorthaft + longspear, and Flay make a lot of sense... unfortunately, I'm trying to keep this build as close to core (SRD/PHB I) as possible. :(
 

Hmm... PHB only, Dodge & Mobility already granted... 4 more feats to make a tough shortspear wielder...

Another stab:

Improved Initiative (beat 'em to the punch... err, stab)
Power attack (use that thing two-handed!)
Spring Attack (get in, get out... no muss, no fuss)
Improved Critical (twist the blade... make 'em bleed)
 

Improved initiative - goes nicely with her mobility.
Power attack - a given for melee, and good call on using it two-handed!
Spring attack - good one, also goes well with her quickness... and also brings to mind the 3d analog, FlyBy Attack, since she is a monster and she does have wings. :devil:
Improved Crit - solid choice, especially considering the relative wimpiness of the shortspear.

That's a good set-- a little different to what I was initially thinking. This is shaping up nicely, thanks for the input!
 



Combat Reflexes is on my original list of feats, and probably will end up going with it, likely instead of Improved Crit. Pawsplay, what do you mean by "disarming by attrition"? I think I'm missing the full benefit of the feat....
 

Combat Reflexes is on my original list of feats, and probably will end up going with it, likely instead of Improved Crit. Pawsplay, what do you mean by "disarming by attrition"? I think I'm missing the full benefit of the feat....

When you try to disarm someone, this draws an AoO, and if they hit, the disarm doesn't work. A fighter might hesitate to try this tactic, knowing that the devil is somewhat likely to hit, and may not get disarmed. However, without Combat Reflexes, the devil only gets one AoO. So if the fighter uses two weapons, or has a somewhat higher BAB and has a shot at succeeding with his second iterative attack, he might try twice. The second time, he risks no AoO. Now, the real issue is when the wizard or sorcerer summons a Large monster, which the fighter flanks with. Now, each of them can make a disarm attempt one or more times a round, and the devil only gets one AoO a round. In other words, even without Improved Disarm, multiple attackers, particularly ones with high bonuses, can simply keep trying, and in a round or two, your devil's spear will likely get disarmed.

This is a variation on a tactic a GM can use to routinely destroy any given staff of healing or staff of wizardry the party may possess, should he or she choose to do so.
 

Well, Spring Attack requires Dodge and Mobility, which limit feat choices. Flyby attack is good, but unfortunately can still provoke, unless she uses a Long Spear to give her reach, but the only real available option without taking Dodge/Mobility.

I think by disarming by attrition is that when a creature has a weapon as their sole/primary attack, a good tactic is to disarm the creature. Now, assuming the entire group has not taken Improved Disarm, a good assumption in most cases, the first person will provoke but then everyone else can try without the provoking. Presumably, at least one person will pass on the Disarm with so many people trying in one round.

With Combat Reflexes, the creature can take attacks of opportunity upon each person that attempts [and who doesn't have Improved Disarm] making the entire group constantly attempting to Disarm a painful tactic.
 

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