So, whenever I DM, I've always followed a rule that I call the Law of Conservation of Awesome.
It's a pretty simple rule: Don't allow things to happen that do not, at a minimum, conserve the total amount of awesome in the party/campaign.
As people play and get invested in their characters, they build up awesome. They create stories, memories, etc - in general, they enjoy playing a character more and more as a result. The campaign benefits from having history between players.
If I'm going to allow a player to die on some sort of permanent basis (either by monsters or by another player), it has to be in such a way that everybody's experiences are improved by more than the campaign loses from losing the character.
If the scenario has been set up to do that, it's ok for the character to die (and the player is cool with it). If not, you should find another approach.
Hey, Cartman - you missed a really important feat for the goblin entry.
Roll With It (http://www.d20pfsrd.com/feats/combat-feats/roll-with-it-combat-goblin) is one of the best 2 or 3 feats in the whole of pathfinder.
It basically lets you negate damage with an acrobatics check _and_ negate melee full-attacks, with easy pre-reqs. It is incredibly good for any ranged character, and very good for any melee character.
Silent Saturn wrote:
The build I posted in the Beastmass thread kills the Tarrasque, via damage, in...one round? And cannot be hit by the T except on a natural 20, nor grappled, etc?
Most of the other builds (except for One), are just "get my save-or-suck high enough" builds.
Let's look at what actually happens mechanically, here.
1.) Wizard says "I'm going to buff you, don't resist this." He is lying. He has to roll bluff vs. sense motive.
2.) If sense motive fails, the paladin believes it's a buff spell. Assuming the paladin doesn't spellcraft to identify the spell appropriately, he'll eat it.
2.) Assume the sense motive succeeds, Paladin knows that the wizard is lying to him. He will likely try to resist the spell, as a result.
They're not much better, if at all. The argument would be: Charisma is a more useful secondary stat than intelligence, because it modifies a whole host of social skills.
And Forgotten Trick is a better talent than anything rogues get.
Your problems basically divide into in-game issues and game-surrounding issues.
Game-surrounding issues of people not bringing food:
I, too, cook for my weekly D&D group. I do it mostly because I like cooking. At first, I made all the food. Then, I started leaving obvious holes (Pasta, no garlic bread? HERESY.). And people started volunteering to fill them - somebody will bring some drinks, somebody will bring some bread, etc. Send out an email before game saying "Hey, I'm making X, Y and Z. Can somebody bring A, B, or C?". You'll never break even, really, but it can help.
About using mobile devices:
About people sucking at rules:
Yeah, I get it. =) But every single barbarian out there takes Reckless Abandon and Beast Totem. So, relative to another barbarian, you're down 6 AB.
Another Barbarian can use that to stun everybody he attacks, and still have 1 AB left.
Basically it comes down to: Barbarians have a ton of really great rage powers and feats to take, and Stalwart/Imp. Stalwart/Guarded Life/Improved Guarded Life/Diehard/Endurance aren't incredibly worth it, relative to other options.
I did say your build was nice, though. Very well-rounded!
You can build a bard like a fighter. They get the good long-term buffs, as well as the ability to apply buffs as a move action at level 7 (bardsong).
My only beef with the above build is that he's missing out on getting Spell Sunder early. Which is just an incredibly amazing/invaluable/awesome tool in mid to late levels.
That is a really commendably smooth build, though. No real power spikes or drop-offs. But think of the price you're paying: The difference between you and an invulnerable rager 20 is that you've spent 5 feat-equivalents (Expertise, Stalwart+Imp., Guarded Life + Imp) and two levels (5 and 20) for the following tradeoff vs. a Barbarian who went straight Invul Rager and picked up Imp. DR 3 times (to your one, making the feat-difference 3)
-6 to all attacks (Combat Expertise)
Given that a barbarian has a surplus of offense, that's probably a smart tradeoff! But I prefer a straighter damage barbarian myself.
Hey guys I've recently decided to make a Samsaran wizard and I've found out that their Alternate Trait lets me take ( In my case ) 5 spells of my choice. And now I'm here wondering what are the "best" spells I should take? I currently have Overwhelming Presence, Euphoric Tranquility, Haste, Maze, and Summoner Monster VIII. Any tips?
Wizards have by far the best spell list in the game. There's not actually that much you want from summoner/bard/witch. Using them for early access is pretty much the best plan.
The only spells you might want to pick up are:
Of the early-access spells, Haste is BY FAR the best.
-Cross (Don't pick up CLW unless you are going to either be crafting or spend a lot of time below level 4.)
Here's a pretty standard build for an amazing healer:
Human Dual-Cursed Oracle of Life (Haunted, Burned)
1.) Fey Foundling, (Extra Channel), Revelation: Channel
Spells below - level you take them in parentheses
You have a lot of heals, and a channel resource pool, as well as a reasonable array of buff and debuff spells. Because you can spend all your actions efficiently, you almost never need to swing a weapon.
Ciaran Barnes wrote:
DR adds up when you are hit a bunch of times, but I would prefer to not be hit to avoid whatever effect (tripped, poisoned, bleed, etc.) comes with the damage. When attacks miss my AC by 1 or 2 points I feel better about the the AC investment. Of course, having both is pretty awesome too.
Answer's pretty simple (approximated, sans crits, for simplicity):
1.) How often are things hitting you? Call this percentage A.
Expected damage reduction reduced from Adamantine +1: 2*A
if .1*B > 2*A, pick the +3.
My bet would be that monsters probably hit you about half the time or less, and for more than 10 damage, so the +3 is better.
Leadership, as mentioned, is problematic.
The goblin feat Roll With It can pretty much make you unkillable.
Antagonize can also be pretty bad.
Aside from those 3 feats, nothing really stands out as total crap.
So the questions I'd need to have answered are:
1.) What role in the party am I trying to fill?
2.) Is there anything special (such as a rogue's flanking) that I need to be able to do in order to maximize my capabilities?
Edit: Because, to be honest, Wisdom doesn't do @#$%all for you, feat-wise. Only feats that matter for it are monk-related. Nor are there ranger-spells.
So basically you're asking, "What feats would you take for a melee character with 3/4 BAB and low hit points".
To which I would say: Weapon Focus, Power Attack, etc, are always good.
Crossblooded is borderline overpowered as crap.
Particularly if you're a human or another race that can get bonus spells for their favored class bonus.
You are basically trading your favored class bonus for:
An extra bloodline arcana.
Rakshasa bloodline isn't that great, overall, while Arcane is one of the best out there.
Does this monkey have to to be a Familiar, instead of just being a trained pet?
So, given that you probably have feats to blow, why not pick up Skill Focus: Knowledge (something) and Eldritch Heritage (Arcane)?
That would get you your monkey familiar, and you could happily proceed down the Rakshasa bloodline.
Otherwise, investing in the crossblooded archetype might allow you to go arcane/rakshasa.
I'm Hiding In Your Closet wrote:
Wayang puppeteers aren't great. Here's why:
Inspire Courage is incredibly good.
You trade that away for being a sort of mediocre shadow-summoner, with the advantage that you can summon a loooot of stuff.
Meanwhile, the Summoner can do everything you can do better.
That's pretty much the problem.
Meanwhile, Wizards are generally excellent, and the Shadow spec. of illusion is particularly nice. Shadow Conjuration spells give you all kinds of advantages in terms of tactical flexibility.
I wouldn't go with Wayang puppeteer.
To be honest, I have no idea what "area spell" means. Your guess/interpretation is pretty reasonable. Arcane Archer is pretty damn awful, so I tend to lean towards an interpretation that allows it to stuff any spell that has some sort of area in there.
But you're probably right.
The prismatic sphere bit sounds legitimate to me. It's a 10 foot radius sphere, so it has an area. You should be able to make it land 5 or 10 feet away from the opponent, effectively trapping him within the prismatic sphere or making him eat the set of effects.
I like it. Nice thinking, OP.
I like that build a lot, cross, but I'm not sure if lore warden has the flavor I'm looking for... as well I'd like a bit of armor if I'm going to be in the fight, because of my low con, which lore warden doesn't really provide (despite the reach weapon)
Then don't go lore warden. It's hardly essential - just a +4 to your trip/disarm, and free combat expertise. Given that you have a spare feat (which is currently being used on Cleave), it's hardly necessary.
Go straight fighter - it'll work fine.
I like the idea, OP, but I believe it does not work by RAW or RAI. Emphasis is mine below.
"Imbue Arrow: At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted."
From Prismatic Wall: "A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted."
The argument would go as follows:
2.) By the wording of Prismatic Wall, the spell is going to materialize in a space occupied by a creature. ...but can we disrupt the spell?
3.) Because casting and shooting are part of the same action, we sure as hell can disrupt the spell.
Ergo, the casting is disrupted.
You could make this logic tougher to apply if you managed to cast as one action, and then shoot as part of another action. But this is tricky to do.
Here's a human Lore Warden build that makes some use out of your charisma.
Using the Guisarme and a spike gauntlet:
LW 1: WF: Guisarme, Power Attack, Cleave
Basic Idea: We are going to make like 99% of enemies get tripped, which is about the most annoying combat maneuver in the game.
Our CMB is: 8 (BAB) + 2 (str) + 2 (dex) + 4 (Lore Warden) + 4 (Trip/Greater Trip) + 2 (Guisarme) +1 (Weapon Training) = +23.
Pick up a belt of physical perfection+2 (A must-have, because all of your physical stats are mediocre), and that goes to +25.
Pick up a +2 weapon, and that goes to +27.
If you somehow manage to get gloves of dueling, it's +29.
So you're going to be good at tripping. Let's talk about how we use that charisma:
You're going to be power-attacking all the time, because you can afford to. Cornugon Smash means that you get to intimidate anybody who you hit, with your gigantic charisma, so a lot of people are going to be Demoralized.
That'd be my suggestion for a control-based fighter that uses your charisma a bit.
Ive notice that when talking about Sorcerers people will automatically count out the Air/Djinni Bloodlines. Why is this?
Basically, what you're seeing is:
There are a lot of sorc bloodlines. People only talk about the absolute best.
Djinni is not among these because its bloodline arcana (anything becomes electricity) isn't very useful, nor are any of its abilities. A ray that's marginally better than Ray of Frost, electricity resistance, a 1/day whirlwind, and Fly at 15th level isn't very good.
Not sure what the air bloodline is, to be honest.
Short answer: Don't do it. Unless you plan to not get to 8th level, put that 4th level stat boost in dex, sir.
The con ain't worth it.
The deadly dealer feat says each card is destroyed upon use. Can you throw durable arrows, or make the cards durable in some way?
You probably want rapid shot over TWF, because it allows you to use the same weapon for both attacks, which lets you leverage your weapon bond as an Arcane Duelist.
First, this is going to end hilariously. An ex-boyfriend DM who is weird around you. This is not going to work.
Second, the "Just pick a character whose physical stats get replaced and dump dex" plan is also pretty legit.
Synthesist with 2 dex works great here.
Can you give us some idea of what role you'd like to play in the party, then? And we'll turn that into a build and some suggestions for ya.
So long as you have 1 decent stat, there is a measure of hope. =)
Well, a 2 means you're basically arbitrarily bad at something. Top stat at 16 means you're only going to be particularly good at once thing.
Let's first look at the most crucial thing: Where is that dump stat going?
If you put it in con, dex, or wisdom, you are screwing a save pretty amazingly.
If you put it in strength, you will not be able to carry anything. In int, you will have 1 skill point.
So, my unlucky-in-dice friend, I would play a wizard, probably ratfolk.
Wizards don't really depend on stats (they need one high one), they depend on player skill.
You'll end up with 9 strength, 14 dex, 11 con, 10 wisdom, 18 intelligence, and 2 charisma.
You will be smelly and disliked. But you will be smart, useful, etc.
That'd be my recommendation.
-Cross (Caveat: I suck at alchemists, that may be a good option, but feels like they rely too much on actually hitting stuff, which you will not be able to do.)
Does everybody involved want it to happen? if so, why not?
Dragomir Von B. wrote:
Dragomir's right that you can just get scrolls of situational stuff.
To be honest, last time I played a paladin was before they introduced the Litany spells, which give a paladin the ability to happily spam away his spells for damage. Thus my affection for situational spells; I had plenty of spell slots.
I have a level 5 Paladin/1 cleric, chose grease for level obe spells, but wasn't sure what to do with the other three levels, plus generalized advice on Paladin spell choices.
For unsanctioned knowledge, you'd have a tough time arguing against heroism, haste, and freedom of movement at 2,3,4.
Other than that:
1.) Lesser Restoration, Liberating Command, Word of Resolve
Basically, as a paladin, your normal attacks are great. So if you're going to cast a spell it had better either be:
Hey OP. Joanna's got it right - I'm going to take their idea and nail it down a bit, feat-wise.
I would go:
14/16/12/10/14/8 -> 10/18/10/10/14/8 afer racial adjustments.
I would go straight monk for a bit, into Quinggong monk, because it's eventually quite nice.
Master of Many Styles isn't wildly worth it. Flurry is nice and not worth giving up.
Monk 1: Weapon Finesse, (Dodge)
Buy an amulet of mighty fists. Get it to +1 agile when it's convenient. Buy a ton of AC boosting items.
At level 1, your AC is going to be: 10+1(size)+4(dex)+1(dodge)+2(wis)+1(kobold) = 19. Which is pretty great.
At level 5, if you spend your 10500 gold on:
Your AC is: 10+1(size)+5(dex) + 1(kobold) + 2(barkskin) + 1(deflection)+1(armor) + 2(wisdom) + 1 (monk) + 4 (fighting defensively) = 29.
Nothing has a chance in hell of hitting you, and if they do, you can Crane Wing the attack.
You do reasonable damage with flurry of blows and piranha strike, though your attack bonus is a bit weak; don't fight defensively unless something has a chance of hitting AC 25.
To continue the build, pick up Crane Riposte and Combat Reflexes when you can. And then pretty much whatever you want.
At level 8, my builds were at 36 AC. Pretty sure that by level 10 they'll be at 40 (29k more magic items, a feat, a rogue talent, and an extra sneak attack die). Also, they have 2 built in ways to negate melee attacks that manage to hit.
Rogues can tank.
I had snake style in my build above, but it turns out to be a bit of a trap for people with legitimately high AC at mid levels.
You have to use an immediate action to declare Snake Style before you know the results of the attack. So you have to have a reasonable expectation that 10+sense motive > your AC. (...significantly greater, also)
Check the number. The level 8 rogue I posted had an AC of 32.
To get a +22 sense motive check at level 8, you have a base (8+3)=11 - you have to pick up +11 to sense motive via feats and stat points.
And to make snake style WORTH it, you have to get your check decently over 11.
That's actually hard to do, and turns out to be a waste of feats.
Crane style is, in the end, much better.
It's only 1 level of monk. If you want the full rogue version, here it is.
Rogue 1.) Weapon Finesse
Re-itemize a bit:
And your AC is: 10 + 7(dex) + 8 (Celestial Armor) + 1 (ring) + 1(amulet) + 1 (dodge) +4 (fighting Defensively) = 32.
Pretty much exactly the same as the monk build. Down-side is that your saves are a bit worse, and you don't get to flurry for free.
The big enablers of this build are as follows:
If you combine 2 and 3 with basic AC optimization, and add in Offensive Defense, you're going to get a character who is really hard to ever hit, and will pretty much never die from physical attacks.
Ok. Let me take a crack at this.
Thump the Goblin
Stats: 12-2/16+4/14/10/15/7-2 = 10/20/14/10/15/5
At level 7, I should have about 33k. We're going to buy:
Which is 33k
So our AC is:
So, 31 AC at level 8 is incredibly good. And we only take a -2 penalty for fighting defensively thanks to crane style. But let's look at how OUTRAGEOUSLY DIFFICULT it is to hit us.
1.) If we sneak attack somebody, our AC against them is 35.
Plus, you have evasion and decent saves from having dex and wisdom maxed, with 1 level in monk. Also, you get to do d8 base damage from monk's belt, which is pretty great, and you get flurry for free.
You can do it out by level, but pretty much from level 1 (Where your AC is...10+1+2+5+1 = 17 and you can Roll With It to evade any hit of up to 15 damage, on average) you're incredibly hard to hit.
From there, you gain about 2 AC per level, and at level 3, when you start fighting defensively all the time (because it's -2/+4), nothing close to your level can hit you.
Your level 5 ninja has probably about 5 (2+charisma, ish) times a day he can turn invisible.
While pathfinder isn't super clear that invis grants flat-footed, 3.5 was: "If you’re successfully hidden with respect to another creature, that creature is flat-footed with respect to you. That creature treats you as if your were invisible."
But that was in the Rules Compendium. I don't see any particular reason that PF would go against this. Invis, therefore, is a legit way to flat-foot people.
Fundamentally, the solution here is pretty simple: Run a lot more than 5 rounds of encounters per day. 3 combats should be about 12 rounds of encounters. The PF adventuring day is typically 6 encounters, which is about 20-25 rounds of encounters.
Pathfinder is balanced around that adventuring day. Make encounters dramatically shorter and your nova characters (who can use limited resources to be hyper-effective) are going to be more powerful.
Agree with Soup. The synthesist I have in there should more or less be able to solo the entire thing. For bonus points pick up a scroll of Spellbane and cast it on yourself to make yourself immune to AMF.
I suspect the reason it is not included is because, while bard is a good way to get into AA, going into AA isn't very worth it for a bard.
You lose out on spell progression and song progression, and Bards don't have a ton of good spells for imbue arrow.
I'd go human. The human favored class option will mean that you always have plenty of spells known, so losing them from Dual Cursed is no problem. The Life Revelations are REALLY GOOD.
Haunted and Tongues are fine.
You could either use the human bonus feat to pick up Toughness, or Extra Channels, or Extra Revelation. I love the following revelations:
The following are also good, but not as _amazing_ as the above:
With both (going human), you get 6 out of those 7.
Thus my general love for dual-cursed and human.
(Edit: I was totally wrong on my criticism, so I edited it out. You can totally have a million channel pools going)
I think there's a simpler way to do it. Go straight oracle of life, dual-cursed (tongues + burned)
So, a couple things of note here:
-Cross (Nice and simple, still as effective)
I'm with Cyrad. Pick it up every single level. Spells known is vastly more valuable.
For what it's worth, here's the spell list for my bard, and the levels I took them at, in parentheses. An arrow (->) means that I swap it out later.
0: Ghost Sound (1), Prestidigitation(1), Detect Magic(1), Summon Instrument(1), Message (2), Dancing Lights (3)
The following is my logic:
1st level: Silent Image and Grease are the two best pound-for-pound utility and AOE debuff spells. Having Cure Light Wounds at level 1 is frequently a life-saver - it's the only time a cure spell may cure half somebody's HP.
Those are my decisions and explanation. In general, I look to have the following, at each level:
1.) 1 spell that I know I can use basically infinite times if need be. This ensures that I can end the day having actually gotten the most out of resources
john ralls wrote:
You want 3rd level bard spells, but mostly you want move-action Inspire Courage. Agree with the Bard 7/Chronicler X guys.
(I should also note that, if you make it to level 13 or 16, Chronicler actually becomes _super freaking good_. Inspire Action says it's a special use of bardic music. So it you may, like bardic music, be able to do it as a move or swift action. If you can spend a swift to give an allied mage a standard, they could chuck off 3 spells (Yours, theirs, quickened) a round, which is siiiick.)
j b 200 wrote:
Argh, sorry. I confused Heroic Finale for the Requiem of the Fallen Priest-King masterpiece ("When you perform this masterpiece, you gain the ability to spend a swift action to perform a nonmagical action that normally requires a move action or a standard action.")
...I am dense. >_<
Thank you all for the advice, it was helpful.
Some important advice:
1.) Discordant Voice, at level 11, is a must-take.
2.) Don't trade a feat for Dance of 23 Steps. Take the human favored class bonus to learn extra spells/level. Trade one of those spells for Dance of 23 Steps. Great Success.
3.) Use the trick in (2) to also pick up Symphony of the Elysian Heart and Triple Time bardic masterpieces.
4.) You're not getting enough mileage out of the mental perfection headband. Specifically, you don't need the wisdom and intelligence, and you barely need the charisma. Trade it for a charisma item, and save yourself 12,000 gold.
5.) Use that 12,000 to pick up: Amulet of natural armor +2 (8k), ring of protection +1 (2k) - now your AC is 24.
6.) +2 for Clustered Shots. In (2), I picked you up a feat. Use it for clustered shots. =)
7.) Using a longbow over a shortbow, mechanically, isn't super worth it. If you want to do it for style, knock yourself out. You're gaining 1 damage per attack per feat. For comparison, Arcane Strike will do better for you.
Synthesist summoner is pretty much the best dimensional dervish class ever.