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Uncle Taco wrote:
Google image search for Codru Ji is where I found it. Not sure the original source.
IMHO, AC is effective to a certain point then becomes useless. Yes you may have a 42 AC, but the BBEG has a +43 to hit. At a certain point in the game your AC is not important against the BBEG, but is essential to protect yourself from his minions that nickel and dime you to death. Cause its not always the boss you need to worry about.
What bbeg has a +43 to hit without using true strike?
Let's look at the general order in which you would obtain/upgrade your defensive gear in order to get the highest AC for lowest cost:
Your order's a little off, or perhaps I look at it differently.Each of the following is a +1 increment to AC along with cost:
1000 +1 armor
* =difference between the cost of this item, and the same item with a bonus one lower. eg the cost of +2 armor minus the cost of +1 armor.
This list does not account for the increased price of belts that provide a bonus to Dex and one or more other stats, nor other items that provide the same kind of bonus at a higher cost.
Still, you can potentially end up with 10 (base) +5 (armor enhance) +5 (shield enhance) +5 (deflection) +5 (natural) +3 (dex enhance) +1 (insight) +1 (luck) + everything else including your character's base dex, armor and shield's base bonus, size, and everything else I fail to mention. Let's say the everything else is 10 for a mithral breastplate, buckler, 16 Dex without enhancement, and medium size. 10 + 10 + 5 + 5 + 5 + 5 + 3 + 1 + 1 = 45 so your average combat cr20 needs a 16 to hit you. Without the shield it's 39 so they still need a 10 on their highest attack.
Sorry for the off topic:
At level 11, a lesser rod of quicken would be ~43% of your wbl, so I guess we have different ideas of 'affordable'. Especially since I like to keep my ac up.
Your secondary should be hitting at worst 10% less often than the Rogue's primary. Since by the time you have a second attack the Rogue is down 2 points of BAB and 1 point of Weapon Training. By the time you have three attacks he's down 3 or 4 points of BAB 2 points of Weapon Training another 2 points from Gloves of Dueling and 1 point for greater weapon focus. And that ignores that you should consistently have at least +1 more in your to hit stat because you aren't as MAD. So you should have around +9 or +10 to hit on the rogue which means your tertiary would hit roughly as often as his primary.
Different campaign, this time around I'm an inquisitor. I don't know what the rogue's exact numbers are, but I'm currently sporting +22/+14/+9 at level 15 with power attack, furious focus, greater magic weapon, and heroism; +4 with judgement, +2 with greater bane, +3/+5 if I have time to cast Divine Favor/Power on myself beforehand (which we usually don't).
f you're bent on helping the rogue sneak attack at the cost of a move, that might be worth taking Vital Strike since it supports your model. Depends on what weapon you're using, though.
I thought about it, but +1d6 for my heavy pick is not all that great for me.
Alexandros Satorum wrote:
AC is only all or nothing if you choose to see it as such. I see a lot of posters touting miss chance from things such as displacement, but they seem to be forgetting that that's a 20-50% chance of negation. Whereas it's easy to invest into AC smartly to keep it a similar 50% or better against even cr+1 foes and therefor have even better against lower enemies. You don't need to invest nearly all your wbl to do so.
Kazumetsa Raijin wrote:
Nope, not gonna accept that. My spells will still be on par with a sorcerer progression.
When I played a fighter early on (APG came out a little after the campaign started), I wasn't even the sidekick, I was the comic relief.
The rogue in our current campaign has proved himself very useful out of combat, though I do often spend my turn getting into flank with him and making my one attack. It's kind of alright since even my second iterative rarely hits, let alone the third.
Control mage, focusing on spells and pretty much eschewing direct attacks. I will almost certainly be taking the domain instead of the animal companion, for the extra spells per day.
One big reason I like the 1 level delay from the monk is because it means I get Natural Spell at the same level I get Wild shape. That, and all the Wis synergy.
The idea is 1 level of monk for the save bonuses, extra feat, and wis to ac, then spend the rest of the career as a druid. Will be focusing on utility and battlefield control with some minor healing. Probably not a lot of summons, I have a different character for that.
Race: Dwarf is nice but Undine in combo with Menhir Savant could be fun
Monk level: Martial Artist is nice so I don't have to be LN, but MoMS could be fun. Though I have no idea what style to pick.
Druid: Straight druid is not bad, I have had success with a similar build to this one using Storm Druid before, Menhir Savant combos well with Undine to cast water spells at +2 CL. Archetype here must not interfere with wild shaping, I plan on spending most of my time after hitting level 9 wildshaped.
Well it's certainly not reliable, but a witch getting forced reincarnation to stick would be HILARIOUS. Reincarnate turns it from a great wyrm back into a young adult.
Assuming the draconic reincarnate table looks something like
Going from a cr22 to a cr 9-14 depending on the roll and only a 10% chance to stay the same color.
Dimensional Anchor, Dispel Magic, and Blistering Invective all help my inquisitor do things other than 'hit things with style'. Litany of Sloth can be helpful too, preventing a target from taking attacks of opportunity for a round.
It helps he's a half orc, the alt favored class option means that with no more investment than 1 skill point a level he's got a +36 intimidate at level 16 despite having an 8 Cha.
Mathwei ap Niall wrote:
That's not the way it works at all. The desert terrain is a part of the Gnoll creature entry, not an inherent quality of the Humanoid (gnoll) creature type. It'd be like trying to instant enemy some thing as a dragon and say that your terrain dominance (forest) applies because green dragons live in a forest.
Just because you instant enemy one creature type does not mean you pick a specific example of that creature type to count it as, even if there's only one printed example of that type.
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.
I have no favored enemy types. Either find me a rules thread about it or make one, but please stop cluttering up my thread with an argument about a moot point.
Stealth synergy is already amazingly powerful without much more focus than you already described. Assuming 4 lv1 pcs each have a trait that makes stealth a class skill and gives a +1 and all put 1 rank into stealth, your group stealth roll is (best of 4d20)+20 before counting dex modifiers and acps. At level 1.
Race: Dwarf; Alt Racial: Sky Sentinel
Ranger (Guide) 6/Horizon Walker 10/Ranger 4 OR Ranger (Guide) 10/Horizon Walker 10.
Combat style: Either Archery or Weapon and Shield.
Stats: 20 pt buy
Traits: Don't have the book for Glory of Old, so pretty much limited to the stuff in Ultimate Campaign.
Feats: I really want to squeeze Steel Soul and Iron Will in here since neither ranger or horizon walker have good will save progression. Though with the Wis I might be able to go without Iron will until later. Deadly Aim or Power Attack depending on combat style. Quick Draw would really help the shield build, probably good for the archer too with a backup weapon.
I'm looking to have all the basic feats out of the way around level 10, earlier if possible. I just need to pick a good order to take them in.
I do not recommend the Lore's Sidestep Secret with Paladin levels. If I recall correctly, there's a post from James Jacobs around that says you can't add the same stat to a roll twice, so SS replacing dex and Divine Grace adding Cha to reflex would be a bit wasted, only addding Cha once with no dex.
However, the Nature mystery has Nature's Whispers which replaces dex to ac and cmd with Cha.
Damian Magecraft wrote:
But are they really the same? What races are (insert class here) A, B, C, and D? Archetypes? Combat style/spell list? Alignment?
As many have pointed out, if they're set out to optimize they'll do so regardless of stat method. You may not see the exact same values. But you have a pretty safe bet the fighter who rolled a 9 as their lowest and the wizard who rolled a 17 as their highest are going to put them into Cha and Int respectively. Seems like a pipe dream to hope the player who wants to roll a caster doesn't get higher than a 16 or the martial doesn't roll lower than 10 every time.
All the iconics were built on an array of 15, 14, 13, 12, 10, 8. Oh look, an 8. How DARE they give characters that will become familiar to a large part of the fanbase a dump stat! Even more, now all of them will have the exact same stats! So boring and unoriginal.
Thymus Vulgaris wrote:
Good Hope first while the beatsticks move into position, Haste after so they can make use of the extra attack
Paulie Dingle and McSquizzy, gnome cross-planar tranportation specialist (summoner) and the thing that followed him home one day (biped eidolon that looked like a cross between a squirrel and a wookie). He got caught up in his cousin Molly's group on an adventure to stop Cheliax from opening what would basically be another worldwound but to hell this time. His exploits include having McSquizzy go vorpal squirrel on a kellnight and then stuffing him into the knight's armor via reduce person in order to get them past a blockade. He turned the mole in the resistance into a gerbil because it would make it harder for the goon squad we were fighting to target her. Took out 5 summoning traps at a node of diabolic energy by summoning in a quintet of Axiomatic Triceratopses. Defeated a SAW style trap labyrith with dimension door. Found and kept an alchemical giant (post campaign he painted it red and attached two adamantine lances enchanted with the ability to use plane shift). But he never did find any duck eggs inside that T-rex. Or the jar of infinite pickles.