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I'm more irritated that 16d6 tops out at 96 damage instead of 14d8's 112. Furious Finish ftw.
I'd say Inquisitors come in to their own at 3rd and really come in to it at 5th. For the former, they've gotten monster lore, stern gaze, their first teamwork feat, and some of their judgements have ticked up to better than +1. For the latter, now they have 2 judgements per day, all of them are +2 or better, and they have just gained their bane ability.
You only need the one bottle when using it with ray of frost. It acts as a focus, not a material component
Tiny Coffee Golem wrote:
It's like a magical sonic shower. You don't even have to bother getting undressed.
Chengar Qordath wrote:
I don't know where you've been but lancepounce is still nerfed 'because realism'
Akari Sayuri "Tiger Lily" wrote:
Exactly my problem as well
Arbane the Terrible wrote:
Better yet, hoard of cats. Someone find me a swarm template, cats are tiny therefor can be a swarm of 300. (worth ~9gp on the open market. convert a dragon's cash allowance to THAT)
On building a balanced group: working out just what works and why you may have been doing it all along.
Second, it writes off healing as a kind of buff. That's neither more nor less legitimate as writing damage off as kind of debuff, because dead creatures do no damage. A lack of combat healing presupposes a combat model in which the PCs have already won, and we're just trying to see how many resources they have to spend to get through the fight. I'm not saying a cleric should ONLY heal in many or most fights, nor am I saying a cleric should not be able to fill other roles, but if you're having many encounters in which no character will die, or stand a significant chance of dying with no combat heals, then your encounters are probably just too easy. No sane amount of battlefield control can replace the ability to undo the enemy's attacks in a tactical and selective manner. Eventually, some BBEG will fail to be shut down by solid fog/icy prison/a grappling T-Rex, and a member of your party will be put on 4 hp. Would you rather buff everyone and hope the BBEG dies before his next turn, hit him and hope he dies? Debuff him and hope his turn is made useless? Hope the GM plays the villain dumb and attacks someone else? No, the right move is to push the PC on death's door back into two-shot territory.
THANK YOU for putting that into words for me
RAW yes. The extra arms are specifically called out as not letting you gain any more attacks than your normally could have. But you can already dual-wield light and hand crossbows* so having the extra arms isn't breaking any loop holes.
*the attack penalties for doing so are pretty bad though
A one-level dip in oracle is great for a variety of reasons, depending on mystery and curse.
Paladin 2 is still a good dip, even with Divine Protection around.
As previously mentioned, fighter 1-2 and MoMS monk 2 for extra feats.
Archaeologist bard 1 can be a nice dip if you already have Fate's Favored and are willing to spend a feat on Lingering Performance.
I know there's an entire guide to dipping 1 level of cleric for grabbing domain goodies.
sorry for the thread necroWell, thanks to the new faq we can now do an official calculation.
7d8 converts to 8d6, then goes up by two steps on the chart for each effective size increase. So 12d6 with INA, presumably 24d6 with strong jaw on top of that due to going off the chart and the wording of the spell. Total everything up and we get 144+misc damage plus another 144 for every vital strike feat. Not quite as good as my initial calculations, but still pretty decent imo.
Cory Stafford 29 wrote:
It is pointless to try and keep your AC high enough to be worth anything, especially if you are going to be raging and enlarged. AC builds require heavy armor and a shield and are incredibly expensive and inefficient. You should have no problem getting you attack bonus up. I would focus on shoring up your will save and getting as many hit points as possible. You also want to make sure you have good ranged options or a good way to get to far away opponents.
I'm going to have to disagree here. A shield spell, or better yet a quickdraw light shield if the OP is willing to spend a feat on Quick Draw, plus a decently enchanted mithral breastplate along with the usual suite of other ac boosters keeps one's AC well within 50% against primary attacks as you level.