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BeauJest's page
Goblin Squad Member. 12 posts. 1 review. No lists. No wishlists.
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Obviously this spell is a logistically nightmare to execute. I agree for the spell to work, the players have to be on the same initiative. If they ever are on a different initiative, the benefits should not apply until they synch back up. So the ally with the higher initiative modifier will have to delay for both to benefit. Here's how I'd rewrite the spell:
"You fuse your thoughts with an ally’s, allowing the two of you to fight in tandem, perfectly coordinated. You and the ally each roll initiative in combat and use the higher die result before adding modifiers. When both allies act on the same initiative, it has three effects.
Melee: For each melee attack you simultaneously make against the same creature, you both make attack rolls and both use the higher of the two dice for your attack rolls (plus bonuses).
Ranged: For each ranged attack you simultaneously make against the same creature, you both make attack rolls and both use the higher of the two dice for your attack roll (plus bonuses).
Spell: For each spell you simultaneously cast and target the same area or same creature, affected creatures take a –2 penalty on their saving throw against the spells. It is possible to receive this benefit twice with quickened spells.
You and the target lose these benefits if you cannot see each other or if you or the target is unconscious or helpless."
Perhaps it was a 3.5 rule, but I thought for a specialist one of your new spells must be from your school.
I couldn't find this rule in the Pathfinder rules. Do you think it was removed?
Very interesting and useful perspective.
What are your thoughts on the Halfling traits- Fleet of Foot or Swift as Shadows? Easier sniping seems great, but 30' movement will always be there.
Fromper wrote: If you're dedicated to archery, you need to take Clustered Shot from Ultimate Combat:
Quote:
Clustered Shots (Combat)
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6.
Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction.
This is how archers overcome DR without having to carry arrows made from a dozen different materials and try to figure out which you need against a particular enemy.
Sounds nice, but we only have Core and APG available. Being a paladin helps with the DR, at least vs. evil creatures.
I have a Bard-8/Paladin-2 archer build that just hit 11th level. I'm probably going to take another Bard level, but have plans to eventually get 4 paladin levels. I'm undecided on what feat to take next.
I've been pretty dedicated with my archery feats:
Point-Blank Shot
Precise Shot
Rapid Shot
Arcane Strike
Deadly Aim
Manyshot
Currently, my PCs weakest link is her HPs- 63. AC is ok at 26 Equipment- +1 longbow, +2 greatsword, +1 mithral breastplate, +1 buckler
Here are my leading candidates:
Toughness
Craft Magic Arms & Armor
Power Attack
Vital Strike
I'm currently low on funds, so the crafting feat has some appeal to boost up my armor and longbow. If I had enough gold to upgrade to a +2 Con/Dex belt, Toughness would not be on the table. Power attack would really bolster her effectiveness in melee. Vital Strike has great versatility for the bow or sword.
Thoughts?
Although you are getting Invisibility for free, the majority of your invisible durations are covered with Vanish or extended Vanish. Why use a 2nd level spell when you can use a 1st?
I would take Web over Fog Cloud. Summon Monster II + Web or Glitterdust by 5th level.
Callum wrote: I certainly don't think the DM should be telling you what your character feels. Asking a question about it, maybe.
BeauJest wrote: - Was it a bad design to place such significant treasure as tomb-raiding? No. In fact, in this scenario, the Wind Dukes specifically secreted items in their tombs so that they could be used in the future by worthy heroes. Your lawful paladin sounds like an ideal candidate! So I'm not sure what your DM was getting at here, really.
BeauJest wrote: - Do you think I should pursue the Wind Dukes' blessing (if possible) to borrow the items in the name of law and justice? Absolutely. In fact, if you take the stuff, I think you'll find you have their blessing!
Exactly! Well, this was my decision which I think is both honorable and reasonable:
No gold or jewerly from the Wind Dukes' tomb. Expendables can be traded for a tribute of equal value. Everything else is fair game to use but not sell.
CBDunkerson wrote:
That said, an argument could be made that others taking things is a different situation. The paladin would naturally have to speak out against it and even report it to authorities and/or the heirs of the tomb or a relevant religious organization... but actually taking physical action / coming to blows over the matter might be a greater violation. The paladin is required to follow a code... but that code does NOT include indiscriminately attacking anyone and everyone else who doesn't act like a paladin. If conflicts like this arise frequently then the paladin would have to examine whether working with these people was doing more harm than good, but this should really be a case of the paladin disapproving rather than obstructing. Though, the whole 'it can come out of my cut' is a very honorable sacrifice and excellent solution... until the paladin runs out of money.
I do not mind sacrificing some wealth, being honorable and doing the right thing is the price for the divine favor of being a paladin. Thusfar, the treasure was mostly jewels and jewelry- which definitely felt like grave-robbing and not so honorable. One of the other good PCs was willing not to expect compensation thusfar.
But if the party stumbles upon items that they can use (but not sell) in the name of good or law, I will swear an oath to borrow it until it is no longer needed. This should be reasonable, yes? Otherwise, I think we'd be missing out on some key items that were meant to aid in our struggles.
Are wrote: Does your paladin also have issues taking items from those who die by the party's hand, or does it only apply to grave robbing?
In general, I don't think the DM should decide what your character feels as regards to morals. That's the player's job :)
Until now, we've been killing mostly evil things, so I think the spoils could be justified as recompense for evil caused. Otherwise, I'd be pretty far behind in equipment.
I agree it should be more of my choice, the DM was probably just serving me a reminder. The hardest part is not claiming the treasure myself, but denying the party to claim it as well. Considering this was THE treasure associated with killing the evil guardians of the tombs, it definitely is a determent to the party's advancement.
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Had an interesting session the other night (Gathering of the Winds) where the party discovered treasure in the Wind Dukes tombs. As we're inspecting tombs, the DM states that my PC (Bard-8/Paladin-2) is not comfortable with what is essentially grave robbing. The other players give me that "I hate that you took those paladin levels" look when I say we must leave the treasure behind.
It was getting a little tense, so for better or worse, the paladin promised to compensate anyone who felt they deserved a share. It felt like it was either that, come to blows, or leave the party. The total treasure thusfar was nearly 30,000gp. Painful. The other PCs are NG x 2, CG, N. The most outspoken PC were the N and CG PC and essentially argued being utilitarian- "We can do more good with the treasure than dead people."
My questions:
- Was it a bad design to place such significant treasure as tomb-raiding?
- Would you expect only paladins to have issue with this or any LG character? What about any good PC?
- Do you think I should pursue the Wind Dukes' blessing (if possible) to borrow the items in the name of law and justice?
I assume this is not the last Wind Duke tomb we may find, so I feel like is still not resolved. The N PC has already threatened he'd take the next treasure by force if necessary.
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I'm a GM and one of my players is a summoner. I too was taken aback by some of the early entry spells (notably Haste and Slow). Not only can the summoner cast these by 4th level, the fact that they're lower level spells means he'll be casting them more often at higher levels. By 6th level, they'll be hasted almost every encounter...ugh.
One idea I had to balance these spells is to put Haste and Slow back as 3rd level spells, but provide the following spells at 2nd level:
Haste Outsider
Slow Outsider
These spells work essentially the same as Haste/Slow, but only work on outsiders. So the summoner can still Haste his summons at 2nd level, but none of the other PCs.
Slightly more powerful versions would allow the summoner to target non-outsiders, but they would count as 2 creatures instead of one. At 4th level, he could haste 2 PCs or 4 summoned monsters.
How have others dealt with these spells?
I've been playing the archer bard since 1st level and she rocks! She just reached 8th level and it seems the best time to consider a level dip. I first thought about levels in arcane archer, then fighter but what really crystallized was the paladin.
A single level in paladin provides smite evil, which is a big attack & AC benefit. Detect evil is a good divination. Throw in heavy armor proficiency and martial weapon proficiency and you have the option to wear mithral breastplate and use a longbow. Not bad.
Second level is also quite enticing. +4 bonus to all my saves, plus the +3/0/+3 paladin base? Yes, please. Lay on hands also provides a 5d6 healing reserve, which I can use as a swift actions...
After 2 levels, back to full bard progression. I think I'd walk away with a much more resilient and combat-powerful PC. Spellcasting is delayed, but there's no spells I'm eager to gain.
What do others think? Any success with Bard/Paladin builds?
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