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Kirin Strike is a trap. It takes a swift action to enter Kirin Style, a swift action to study the creature, and a swift action to deal the damage. Which means you don't deal that extra damage before round 3. Not worth it at all.
Elmar Thonsson wrote:
A switch hitter doesn't use two weapon fighting. It uses two handed fighting, which requires Power Attack, and if you want to have a full round worth of melee attacks, Quick Draw, that's it. You don't move as a switch hitter. You stand in one spot, pelting the enemy with arrows until they finally reach melee, and then anyone still standing gets a 2 hander to the face. It is literally the basest of character concepts, and ranger pulls it off easily.
Darksol the Painbringer wrote:
The line was removed from the PRD and from new editions of the Core book. That section now reads
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
So, I figured I'd bring this up now so perhaps we can get some clarification, but everyone keeps talking about using fervor to swift action cast spells. Well, the wording on this particular part of Warpriest actually is written extremely poorly and potentially in a way that RAW does not actually allow that.
As written, it sounds like you're allowed to use the use of fervor as a swift action to cast the spell. As in, you have to spend the swift, use the fervor, then cast the spell using the standard spell cast time with the bonuses that it doesn't provoke, uses no somatics, and doesn't require a free hand. Based on Jason's posts it's obvious what the intent is supposed to be, but the way it is written can very easily be misinterpreted.
The main thing with the Arbiter is his perfect memory. That ability has no theorycraft weight but is 10 times more awesome in actual play than scroll use.
Unless I'm missing something, it's the Cassisian (an angel) that has perfect memory, not the Arbiter. And you can have the Cassisian rest on your head, which is hilarious to me.
As a fellow adventurer, I'm not going to be very welcoming of a substandard companion into the group where they don't start being effective until 3rd level, or until they have a specific magic item or set of items...but perhaps people don't play levels 1 and 2 anymore
Or perhaps (other) people understand that not every class comes online right from first level (wizard/sorc anyone?) and that this is a cooperative game and that not everyone starts out as complete strangers to each other even at level 1 and FFS 10 Str is f~**ing average. I have an Evangelist Cleric that started at a 10 Str at level 1 and is now level 9 and got by just fine. (I use an excel sheet that auto calculates encumberance as well.)
Fruian Thistlefoot wrote:
I would almost always advise a Master Summoner with either Eldritch Heritage Abyssal or Summon Good Monster over a Sacred Summons cleric, but for the bolded reason I second this idea.
I'd recommend Evangelist with Heroism subdomain for such a summoning build.
Yes, that's exactly what I'm saying. Your attempt to make it sound unreasonable is quaint. PFS has a track record of banning things that make the game environment disruptive. Blood Money fits that bill. GMs have the option of enforcing rarity in their games. Don't like it, don't play at their table.
A player in my Rise of the Runelords game is loosely based on Batman, calls himself The Hawk, and is obsessed with "Justice." Recently, they came across some art object value plates, and soon after were forced into a combat. The Hawk (who has Devoted Guardian and a high init) went first, and opened with the line "Justice will be served! But not on these plates, this is the fine china."
If you played at my table, you'd find that the only stats you can "milk" for Blood Money are your actual non-augmented stats, not boosts from belts, or spells, and if you sink any of those to zero, the usual effects will apply.
Or you could just enforce the actual rarity of a spell that has only ever been written in one spellbook ever and isn't intended for anyone lower than 12th level at minimum if you're willing to use an artifact that will make you insane eventually, or 18th if you're not.
Gregory Connolly wrote:
I wouldn't make a Sorcerer who was all about polymorphing, they have the best spell list in the game, why do something that prevents you from accessing it?
Lizardman from alter self has 3 primary natural attacks and you can still cast spells. Gargoyle from monstrous physique gets you four and you can still cast spells. Form of the Dragon gets you 5, and you can still cast spells. It's fairly easy for a polymorph focused sorcerer to still have access to his spells while polymorphed.
He doesn't. My statement of "always goes first" was only in reference to the Beastmass and vs One. Note that Vacuum was created specifically to handle the Beastmass, hence Jehova's focus on Mass Suffocation, since everything in Beastmass has to breathe. Obviously he's much less adept at handling other Beastmass contestants, as he wasn't designed with that in mind. Something similar could have been done with Imprisonment and he could be tweaked obviously to get a higher Init (he'd only need to get Improved Init from somewhere to go before the Magus), but that's getting into semantics. My only point about Vacuum was that (without the ioun stone that I always forget about) he would always beat One and can defeat all of Beastmass in a single day.
Except One will literally never get a chance to use that arrow, as Vacuum always, always, always goes first, and doesn't even really need to use Mass Suffocation honestly. He could just as easily Persistent Suffocation, and then One would have to roll 2 20s in a row to not die. One cannot beat Vacuum.
Also, casters can get high enough fort saves to pass a 29 DC. Karzoug has a +20. Vacuum only has a +14, but he doesn't really have to worry about making any saves since anything he encounters dies before they act.
Jehova didn't even spend all of a 20th level PCs wealth. There's roughly 300k gold floating in Vacuum's pool that he could spend to shore up any perceived weakness.
Jehova's Mass Suffocation Diviner, Vacuum, kills One without taking a point of damage unless One rolls a 20 on his Fort save. (DC 47 Mass Suffocation)
Vacuum was able to complete the first Beastmass in a single day, without re-memorizing spells or taking a single point of damage. No other Beastmass contestant really comes close.
Half the devil's damage isn't ignored by prot vs evil or evil creatures. It deals unholy damage, but that doesn't mean evil creatures or creatures protected by prot vs evil ignore it. That is a specific ability of a few spells (like order's wrath), but in general holy/unholy damage is just flat irresistible, which is what makes it good. Anti-magic field is also not really a problem as it is a personal range emanation, not a targeted ray. The dragon can use it on itself. This also means the dragon simply cannot kill the Devil with its DR 15 cold iron (even assuming it is inside the field) and its regeneration. Given patience, the Immo Devil will always win, as even with half its damage negated, it will pick away with impunity over hours if necessary.
There's also the fact that you can't force an Old Dragon to work for nothing. So the Devil has that as well.
I fail to see how OP is "over-optimizing" with either his build or the one I suggested. Every other person is a ranged combatant or a spellcaster. If there isn't at least one person with the power to end a creature and the hp to take the hits, there's going to be nothing stopping the monsters from rolling right over the squishies.
Switch from an Aasimar to a Tiefling (Go a variant that doesn't penalize Cha if your GM lets you without having to take the feat that makes Tieflings even more underpowered than Aasimar). Take the paladin FCB bonus for Tiefling. Take Maw, Prehensile Tail, and Fiendish Sprinter. Take Fey Founding, Greater Mercy, and Extra Lay on Hands. Use a reach weapon and laugh in the face of death with your xd6+2x+y swift action heals every round.
Gonna throw my weight in behind paladin as well. Tiefling (a variant that doesn't take the Cha penalty if possible), put FCB into variant (+1/level to LoH when healing self), Fey Foundling, Power Attack, Extra LoH, and Greater Mercy. You'll have the highest effective hp in the game, and can afford to go 2h weapon for damage so enemies can't just ignore you.
First printing of Advanced Player's Guide, which introduced the Drag, Dirty Trick, Reposition, and Steal maneuvers was printed in April 2010. FAQ is from Oct 2011. So it was written after.
As mentioned nearly every time this topic comes up: Dazing Spell makes blasters not only damage dealers, but controllers as well. That feat alone made blasters comparable to controllers. And they weren't terribly far off to begin with.
An Evocation (Admixture) wizard with Magical Lineage (fireball) and some metamagic feats is a value package and a half.