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Sonic the Hedge-Mage
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<blockquote data-quote="Psychotic Jim" data-source="post: 5318933" data-attributes="member: 547"><p>Excellent ideas. I don't really have too much other formal build ideas, but here's a few suggestions that you might incorporate some different skills and invocations into your indirect battle strategies.</p><p></p><p>first of all, items! At lower levels, there are a number of alchemical items (smoke sticks, tanglefoot bags, etc) that you can use to hamper and annoy enemies. Also, you get the Deceive Magical Item ability early on, so be sure to put ranks into Use Magic Device. That way you subjugate other class items you find- scrolls, wands, etc. Wizard/sorcerer spells are particularly good at this.</p><p></p><p>Also, if you can spare the skill points, Knowledge skills to know the weaknesses of your enemies and how to use the environment to your advantage may be relevant. In the example you give with the blasting the unstable rock formation- your DM might require you to make a Knowledge (dungeoneering) roll -or perhaps a Spot- to find the proper rock formation. Check with your DM to see how stringent he'll be with Knowledge checks and how much help they might give you. </p><p></p><p>If your character is a social one, the Warlock class gets Bluff and Intimidate as class skills. If you can manipulate your foes into combat locations you've picked out before combat begins, you may save yourself some effort when combat breaks out. Beguiling Influence would be helpful for these purposes.</p><p></p><p>As for invocations, Darkness and Devil's Sight, could be used in connjuction to support herding tactics. Drop a darkness effect and then spam the baddies with eldritch blasts until they move out of the area. In the off chance you have a cleric/wizard who can summon devils, they can be your melee back up within the darkness. Or use a wand. </p><p></p><p>Spiderwalk will allow you to go where others might not be able to get to you, and makes you immune to Web. So team up with your Wizard buddy or get a wand of Web.</p><p></p><p>Edit: Added some invocation ideas.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 5318933, member: 547"] Excellent ideas. I don't really have too much other formal build ideas, but here's a few suggestions that you might incorporate some different skills and invocations into your indirect battle strategies. first of all, items! At lower levels, there are a number of alchemical items (smoke sticks, tanglefoot bags, etc) that you can use to hamper and annoy enemies. Also, you get the Deceive Magical Item ability early on, so be sure to put ranks into Use Magic Device. That way you subjugate other class items you find- scrolls, wands, etc. Wizard/sorcerer spells are particularly good at this. Also, if you can spare the skill points, Knowledge skills to know the weaknesses of your enemies and how to use the environment to your advantage may be relevant. In the example you give with the blasting the unstable rock formation- your DM might require you to make a Knowledge (dungeoneering) roll -or perhaps a Spot- to find the proper rock formation. Check with your DM to see how stringent he'll be with Knowledge checks and how much help they might give you. If your character is a social one, the Warlock class gets Bluff and Intimidate as class skills. If you can manipulate your foes into combat locations you've picked out before combat begins, you may save yourself some effort when combat breaks out. Beguiling Influence would be helpful for these purposes. As for invocations, Darkness and Devil's Sight, could be used in connjuction to support herding tactics. Drop a darkness effect and then spam the baddies with eldritch blasts until they move out of the area. In the off chance you have a cleric/wizard who can summon devils, they can be your melee back up within the darkness. Or use a wand. Spiderwalk will allow you to go where others might not be able to get to you, and makes you immune to Web. So team up with your Wizard buddy or get a wand of Web. Edit: Added some invocation ideas. [/QUOTE]
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