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Syndrous wrote:
...as precision damage was entirely removed from the game.

Really? then what's the point of the Fiery Body spell that gives you resistance to precision damage?


Did you read the section? Or just making assumptions, because its there in the specific page # he said. I'll help you out, its under Full-Grown Companions.


Mergy wrote:
Interestingly, because fists are simple weapons, every class but the wizard has the equivalent of Improved Unarmed Strike automatically. Rogues end up doing quite a bit of damage with punches without any investment at all; I'm thinking of using unarmed in tandem with a shortbow with that class.

Except every other class besides monk deals non-lethal damage with their unarmed strikes unless they choose to do lethal damage and take the -2 (or more) penalty to hit for it.


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Natural Ambition is an Ancestry Feat that specifically says you gain a 1st-level class feat for your class. The multi-class rules say you can spend your class feats on archetype feats. Since Natural Ambition is not a class feat, you cannot use it to spend on archetype feats.

I mean, besides the obvious interpretation that Natural Ambition allows you to choose FEAT [1].

But hey, feel free to allow it in your homebrewed games, I doubt your interpretation will be allowed in 'official' games.


If you notice, they have removed all the racial 'traits' from PF1, and made them into feats. No race gets access to their heritage weapons, just like dwarves aren't naturally resistant to poison and elves are not immune to sleep - unless they take the feat.

As normal, you can RP and change the rules as you see fit for your home games, but officially and in PFS, you need to take the feat if you want to start with access to a goblin dogslicer. Nothing stopping you from killing some goblins on your first adventure and looting a goblin dogslicer.


Why would you shut down your party spellcasters? Are you attacking them or something?

If you are referring to your skald raging song, it doesn't work the way you think it does...

Raging Song wrote:
If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.


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Decanter of Endless Water?


QuidEst wrote:
Human Kineticist with PBS and Precise Shot. They can pick anything they want after that and it will be all right.

By all the gods and their mothers... hell no. Do you even realize the book-keeping required for a kineticist? The intimate knowledge of their rules you have to have? This is not a starting player's class.

I agree with Ranger or Paladin. Oath of Vengeance Paladin with Power Attack, Fey Foundling and Extra Lay on Hands up the wazoo. Might be boring, but straight forward and no paralysis (the extra lay on hands powers their smite, so they don't have to 'save' it or worry about blowing it too early).

This was a build posted by someone else, might be a bit out of date, but it looks made for starting players:

Someone's Paladin Build wrote:

Human Paladin (Oath of Vengeance)

Attributes:
STR - 14
DEX - 14
CON - 14
INT - 11 (+1 at 20th)
WIS - 8
CHA - 18 (+2 racial bonus, +1 at 4th, 8th, 12th and 16th)

Traits:
Reactionary
Purity of Faith

Feats:
1st - Fey Foundling
1st - Power Attack
3rd - Deadly Aim
5th - Extra Lay on Hands
7th - Extra Lay on Hands
9th - Extra Lay on Hands
11th - Extra Lay on Hands
13th - Extra Lay on Hands
15th - Extra Lay on Hands
17th - Greater Mercy
19th - Ultimate Mercy or Radiant Charge

My version of the character notmally carries a Greatsword and a Composite Bow, but you're free to use any weapons you like as you're not tied to anything specific.

Here's the deal - with Fey Foundling you gain an additional +2 hit points per die whenever you heal yourself or are healed by another. That's huge. You also gain the benefits of Mercies when you self-heal or heal others which is also huge. Moreover, you know how awesome Smites are? Well, Oath of Vengeance allows you to sub some of those Lay on Hands in for extra Smites, so now you're fueling both your offense AND your defense. Power Attack and Deadly Aim were taken to make you equally dangerous in melee or at range when you're Smiting because the attack bonus should more than offset your penalty for using those feats. Also keep in mind the massive bonus to saving throws you'll be getting, all of those Paladin immunities and the auras you'll be generating to help protect your teammates.

Let me put this in perspective. Assuming no ability-boosting magic items, at 6th level you'll have 10 uses of Lay on Hands a day. Assuming that you don't use any of those to get extra smites, that gives you (3d6+6)x10 extra hit points to play with. That works out to about 160 bonus hit points a day. By 12th level that number jumps to (6d6+12)x20 or around 660 bonus hit points a day. At 20th that number becomes 2,552 bonus hit points. A day. Again, that's in addition to being able to wear full armor, have all those boosted saves, gain all those Paladin immunities etc.

So you have all the self-heals you want without ever having to take a break in combat, all the Smites you want which makes you a killing machine and protection from almost anything that could incapacitate you or turn you against the party. You have heals that can use to help out party members between battles or when you bed down for the night... and let us not forget spells. Paladins have some truly great spells. In particular, I recommend:

1st level - Hero's Defiance (let's you cast Lay on Hands as an immediate action - its good to hang onto a couple of these to be truly un-killable)
2nd level - Litany of Righteousness (swift action spell that doubles the damage you deal for 1 round against evil creatures - combined with Smite its pretty much a death spell)
3rd level - Blessing of Fervor (normally not a Paladin spell but Oath of Vengeance gets it for you - probably one of the best group buffs out there)
4th level - Bloodsworn Retribution (+5 attacks, +5 saves, +5 skill and ability checks, pretty much all the time? Yes, please)

That's the build that absolutely thrived in RotRL Anniversary Ed. He was a LOT of fun to play.


Isn't firing both barrels of a double-barrelled firearm its own standard action? which would make it incompatible with the full-round action of spell combat?


Looks like he used his ability increases in INT and CON. INT3 should be able to follow commands without being trained from what I read...


If anything, she seems short 3 skill points as I count 7 skills with 3 ranks in them, which is 21. If you are correct in saying 6+INT mod, then she should have 24 skill points. Perhaps another perform skill?


Fly = Class (3) + Skill Ranks (3) + Dex (4) + Size: Tiny (4) + Perfect Maneuverability (8)

This would seem to indicate that the Lyrakien does not have ranks in fly, meaning (4+4+8) should be 16, seems right?

I see Perform (any one) 11, which works out.

Not sure about the rest yet.


If the idea behind Ki Leech is to refresh your Ki Pool, could you not do the same thing with the Warpriest (Sacred Fist) by using Channel Energy + Ki Channel?


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DC - Notes
5 - This is what you always start with
+0 - Requires Craft Wonderous, you cannot skip this requirement
+0 - Requires Keen Edge, which you say you have as a spell and can cast it
+5 - CL5 as listed, note that it can be reduced to minimum casting level, but it already is at min.
+5 - if you want to craft in half the time (16 days is long, so half it)

Total DC is 15 (or 10 if you want to spend 16 days crafting, but you probably don't and you cannot fail anyways). As Dasrak said, take a 10 on your skill check: 10+11=21. Congratulations, after 8 days (spending 8 hours straight) and 8,000 gold (half of the market price) you have a Scabbard of Keen Edges.

Note that unless I am reading it wrong, the time it takes to craft a magic item is 1 day per 1,000 gp in base (market) cost.

If you don't have time to craft an item, you can still work at it while adventuring. All work must be done in 4 hour blocks to count as actual 4 hours of crafting. If you cannot do so, then you can still spend 4 hours toiling and still get 2 hours of crafting out of it.


Which makes perfect sense since...

Ill Omen also wrote:
A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.


You've got high acrobatics, I am assuming you want to tumble through threatened squares?

If so, consider mithril for your armor. 4000gp is rough for medium, but if you cannot afford it, going to chain shirt (light armor) for a loss of 1 AC reduces the cost to +1000gp.

Alternatively you can reduce the Mithril breastplate to a +1 for the same cost savings (I think my math is right... 1000 (+1) + 4000 (mithril) vs 4000 (+2) + 1000 (mithril))


Remember... +550gp for your armor, +1000ish gp more for the weapons (more for composite longbow with strength).

Mithril for your breastplate? (especially if you are planning to tumble around)
Adamantine for a weapon? Cold Iron? Silver?
+ Dex on your belt? (think that is +6000)

Remember you can take a 1st/6th/10th ranger style feat without meeting the pre-reqs.

I would get Dex to 15, that way the belt will make it 17 and allow you to take Double Slice on your own and save your slayer ranger style for GTWF (which requires Dex 19) at 10th. You can do this at start or keep it 14 and pump it up with the 4/8 ability increase.

Just off the top of my head.


So RAW works when the kineticist would get a bonus (like gnome pyromaniac racial working with pyrokineticists) but RAW doesn't work when it negatively affects them?

If you cannot have "ability X" because it is not clearly defined in the description of the ability, they why would it not apply in similiar situations where a list of things are defined but your ability is not?

Gnomes wrote:
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

Nope, does not apply to Kineticists because it does not spell it out specifically when listing all the things it applies to. (As per Mark)

Feeblemind wrote:
Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

I do not see it spell out kinetic blast among the other things it spells out specifically, so it should not apply to that.


Kurald Galain wrote:

...

  • Eldritch Archer, which is very powerful and already banned in PFS for that reason.

Has anyone found out why it was banned for PFS? or reasons why it is considered "very powerful"?

I'm playing one in a RotRL campaign, and so far, I haven't found anything overly powerful (currently 4th level), in fact, probably the opposite (have yet to land a critical spellstrike) - but it does seem to be safer.


If Half-Orc appeals to you, you can pick up whip as a trait... assuming traits are allowed in your game.


Protoman wrote:
Falxu wrote:

I've taken Improved Critical at 9th, it delays kinetic whip for me till 13th, but I think my geokineticist can make due till then.

Improved critical is about as awesome as it is for any 20/x2 weapon: 5% better chance to critical hit.

In standard Pathfinder, you cannot increase the critical range once you already have done so.

How are you getting Improved Critical at level 9 with a BAB of only +6?

You are correct... I must have failed a copypasta save somewhere...

I am correct in saying the earliest you can pick up Kinetic Whip with Extra Wild Talent is 10th? (3+2 then doubled?)


It seems to be worded that way in the fluff, but it does not specifically say that it removes the cover penalty.

Also, according to the information about the feats in general, you cannot "force" someone to take a betrayal feat in order to benefit from it- they both need to purchase the feat separately.


Enfilading Fire does not say anything about removing soft cover penalties.

At level 8, a Sanctified Slayer can choose a Slayer Talent, one of which could be one from the list of Rogue Talents available to Slayers. Yes, he could choose Combat Trick.

If Combat Trick is selected, and you meet the prerequisites, you can use Combat Trick to select Many Shot (Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6) or Clustered Shot ( Point-Blank Shot, Precise Shot, base attack bonus +6).


I've taken Improved Critical at 9th, it delays kinetic whip for me till 13th, but I think my geokineticist can make due till then.

Improved critical is about as awesome as it is for any 20/x2 weapon: 5% better chance to critical hit.

In standard Pathfinder, you cannot increase the critical range once you already have done so.


Gisher wrote:

For those interested in mixing archetypes...

Eldritch Archer/Staff Magus

Mind. Blown.

Someone check my math...

1 (1st level spell) x 1 (caster level 1) x 2000 x 4 (duration measured in rounds) = 8,000 gp

Continuous Bowstaff?

Would this be multiplied by 50% for being added to a bow?


Torbyne wrote:
The thing about this that makes me worry is that when spell striking you add the weapon's enchantment bonus to your hit roll and Arcane Gun double dips on that. It shouldn't stack but i could see it being an argument at a lot of tables.

You cannot double dip. You can only apply a bonus once (there is a FAQ somewhere about that). If for some reason you have a save as well as to hit, you should be able to apply the gun's enhancement bonus on attack and on the save DC.

Torbyne wrote:

Also, Arcane Gun is not actually a version of Spell Strike on its own, there is nothing about firing a bullet or the spell being limited to the range of the bullet... based on that you are playing double jeopardy on misfires when you use Arcane Gun and Ranged Spell Strike at the same time. If you roll a 1 you would double misfire and go straight to explosion with no save.

So long as you are ok with 5% of all attack rolls literally blowing up in your face on a low HP chassis you can go ahead and try for a x3 modifier on a natural 20 threat weapon. Also the Eldritch Archer only gets to ignore Somatic components with their bonded weapon so if that blows up they cant just grab a back up and keep firing. It seems like a risky proposition.

You do not fire a bullet when you cast a spell through the Arcane Gun, you fire the spell through the gun. If you are not spellstriking, a spell fired through the Arcane Gun uses the spell's range.

If you are spellstriking, "...The attack does not increase the spell's range..." you could argue that it does decrease it (since it doesn't specifically say decrease) or you can argue that it doesn't (using the science term of decrease meaning negative increase).

I do not think you can double misfire, although I can see how it could be argued. You must apply the roll simultaneously, so the gun would get the broken condition (If the [arcane] gun already has the broken condition, the gun explodes)

Torbyne wrote:
Remember to grab Broad Study at level 6 to Spell Strike those few wizard spells you know... that are probably obsolete at level 6 anyways :/

I am not sure there is any CL1 wizard spell you would want to cast through your weapon.


isdestroyer wrote:
Also, I know that I asked the boards for clarification on this, and that I just answered with my own clarification, but that was because I realized that I was asking a question that can't really be answered. But I do thank you guys for taking the time to answer.

It is kind of splitting hairs, and I got into it as well. Until I realized what it would take to make it happen and the power level of others.

Let's assume you get the x3 on spellstrikes. Let's assume that you want to pull off the Named Bullet Disintegrate spellstrike with your firearm (ie auto critt'ing disintegrate at x3). Regardless of the feat investiture (which is massive btw), you'll be casting this combo at 17th level.

The same level Wizards are casting Wish (among other 9th level spells).

So while 96d6 damage (aw hell, you've taken Magical Knack right? so I'll give you those other 6d6) or 102d6 damage is really really alot (yeah, you are going to annoy everyone else at the table while you spend an hour rolling dice and doing math), it should be on par with the other 9th level spells being tossed around.


Typelouder wrote:
Falxu wrote:
Typelouder wrote:
How are you getting 6d6 arrows?
Level 3: Magus Arcana: Spell Blending: Gravity Bow

So I know I replied, but I just got around to looking at gravity bow again, and I am still not sure how you are getting 6d6 arrows.

Gravity bow gets you from 1d8 to 2d6. Enlarged + Gravity Bow would be 3d6.

Thanks. Sorry again.

1d8 -> 2d6 single arrow damage. At 11th, you have 2 natural attacks and spellstrike, making 3 attacks at 2d6 which is 6d6. Add another 2d6 when (or if) you get around to casting haste.

I would assume you would start combat by casting haste (for you and your party), then gravity bow, then intensified snowball at the nastiest thing in the room... all the while shooting arrows at the same time you are buffing (which is why I love the magus SO much).


Typelouder wrote:
How are you getting 6d6 arrows?

Level 3: Magus Arcana: Spell Blending: Gravity Bow


Cloyes wrote:
Falxu wrote:
Cloyes wrote:
with 3-4 levels of eldritch archer, 3-4 levels of Zen monk then prestige of arcane archer you have 1-2 off full BAB, d10 HD , possibility of mixing ki and arcana pools, a ton of bow specific feats which I am pretty much sure beat fighter as some don't require prereqs, and all of this while retaining most (more than half at least) of your spell casting progression

Sorry, I still don't see what you are trying to do here with the Frankenstein build.

At 11th level, you are putting out 5d6 snowballs + 2d8 arrows + static damage modifiers. You cannot flurry and snowball, so I am guessing you want to mix and match spellstrike and flurry during combat. You need to hit 5th Magus in order to get specials on your bow.

Whereas an 11th level Eldritch Archer is throwing out 10d6 snowballs + 6d6 arrows (haste) + static modifiers AND +3 weapon enchants. I'm not familiar enough with Zen Archer Monk to comment precisely, but I'm sure at 11th level that straight class is going to do more damage than a Magus/Monk multiclass.

to answer you, this Frankenstein build has 9d6 snowballs plus 9/9/9/7/2 spell combat/haste enhanced (+1) elemental (1d6) arrows per round with no arcana investment but for free! also 3 levels of Zen Archer nets you point blank master, weapon focus bow, perfect strike, plus 2 bonus feats from:Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot with NO PREREQs in addition to your normal feats at this level. Arcane Archer also adds imbue arrow and Seeker arrow look these up because they can be cool. so if we are lacking any in damage output we are more than making up in versatility and durability

Well, either I'm dense, inexperienced in making multi-class characters, or something else because I cannot figure out how you are getting:

  • 9d6 Snowballs
  • 5 attacks
  • haste

I suppose Arcane Archer could be handy, if you want to shoot area spells with your bow. The elemental damage is nice, but the enhancement on the arrows is useless since your bow will be +1 before you get the prestige class. Just my opinion, but I feel spell casting progression is important to get key spells as soon as possible in order to put them to use as early as possible (especially as the only arcane caster in the group).


The Bronze Gong?

It doesn't say you need to channel into it though, but I think that is how it works (spend a channel to charge it, then later you can use the gong for a ki point)


I don't know for sure, but the language seems to indicate no. The same language is found under the Myrmidarch archtype as well.

You could probably convince your GM to make it work, but they way I'm seeing the Rule as Written is that anything left over is wasted (gone).

This makes some sort of sense as melee touch spells are more dangerous to utilize and thus tend to be more powerful than ranged spells.

Now... if you use Reach Metamagic, but do not spellstrike with it... I would assume you can freely range touch attack up to your BAB - and more? Does Rapid Shot work with ranged touch attack spells?


The Mortonator wrote:

That's where you went wrong.

No, they don't get everything. Spell-Like Abilities, RaW, are not Spells. Recently this came down hard on evading the entry requirements on PrCs. And even if you got +1 CL I wouldn't agree with the interpretation you got blast damage earlier.

But SLA is specifically called out in the trait: ...using the bloodline powers of the fire elemental bloodline... That is an SLA, stated so in its own description.

Also: ...determining the damage of alchemist bombs that deal fire damage... This one says that the increase in level increases the damage of an SLA.

Is this not how the trait is written?


Casting a spell as a full round action does not change the fact he is casting a spell. This should be evident with the spell combat ability to take a penalty to attack for a bonus on concentration checks.

He does not need to make a concentration check DUE to spell combat though (ie, if he wants to spell combat to cast a spell and throw a dagger while not being threatened by anyone).


Rapid Shot is an extra attack. At level 3, your BAB gives you 1 attack. Therefore, Using Rapid Shot during a Full Attack Action allows you to make 2 attacks at your highest BAB-2.

Using a double barrel weapon and firing both barrels in the same round on your turn is a special standard action attack.

Double Barrel Musket wrote:

This musket has two parallel barrels; each barrel can be shot independently as separate attacks, or both can be fired at once as a standard action (the attack action).

If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot. Each barrel of a double-barreled musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition.

Emphasis mine.

I'm not sure what Lightning Musket is...

But I will guess you mean Fast Musket, which if it is what you mean, then no, a level 3 musket master with rapid reload reloading a firearm with alchemical cartridges does not cost a grit point, but you must have a grit point in your pool in order to do so.


First off, great guide N.Jolly!

I've been reading for awhile and while I might have seen it, I have forgotten if it has been brought up before in this thread. It has to do with Spells and Spell-Like Abilities (yes, I know, I should be put out to pasture and flogged with a dead horse).

Scenario:
Gnome Pyrokineticist with the Pyromaniac alternate racial trait.

Gnome racial Pyromaniac wrote:
Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

So anything (including the kitchen sink by the way they wrote it, but I'll not get into RAW and RAI) with the (Fire) descriptor gets a CL bonus. I would assume this CL bonus to include the Produce Flame SLA they also get.

Wild Talents wrote:
... A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire or water) matching its element entry ...

We know Kineticists have Caster Levels since they have to bypass SR. Wild Talents have elemental descriptors appropriate to their element. So a Fire Blast has the Fire descriptor if you chose Fire as your Primary Element at level 1 (or secondary/tertiary at 7/15).

Aside from getting a +1 bonus to bypassing SR, said pyromaniac gnome also gets upgraded damage a level earlier (at kineticist level 2, his Fire Blast is considered to be level 3 and thus gains 1d6 damage). Note that this doesn't help him gain infusions or other abilities sooner.

Am I correct in interpreting this? Because this helps out gnomes wanting to go Pyrokineticist and also Dwarves who want to go Geokineticist (Stonesinging and Earth) and might make those races more popular.


Rapid Shot works early for you since you are using Chill Shot and you don't have to spell combat a cantrip.

But... if you read Reach Spellstrike, I do not think you can use Chill Shot the way you are assuming. Reach Spellstrike allows you to put multi-charge ranged spells to use by firing them up to your allotment of attacks in a Full Attack action plus your Spellstrike.

In other words, at level 4, chill touch will allow you to fire twice (Spellstrike + regular attack) and gain +1d6 for each attack then the spell ends and the extra charges disappear.

Ranged Spellstrike wrote:
If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer's turn are wasted.

Emphasis mine.

Snowball is looking to be the champ it seems...


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I suppose for PFS or the like it would work. I don't play that, and the campaigns I play in don't have regular retraining (in this case, we are going through an adventure path and we only get down time after we complete a book). Essentially you are trading out Intensify for Reach. Since we get Reach Metamagic as an arcana choice at 9th, I am not taking it early.

Not taking rapid shot that early as you already have it with spell combat, and more minuses doesn't help the early levels.

1 Point Blank Shot
3 Precise Shot, (Arcana: Spell Blending: Gravity Bow)
5 Weapon Focus (Longbow), Craft Wondrous Item (you can take something else here)
6 (Arcana: Wand Wielder, Arcane Accuracy)
7 Intensify Spell
9 Rapid Shot, (Arcana: Reach Spellstrike)
11 Weapon Specialization (Longbow), Point Blank Master
12 (Arcana: Spell Blending: Named Bullet, Maximize Magic)
13 Snapshot
15 Improved Snapshot, (Arcana: Distance Spellstrike)

(I'm an elf, thus the extra arcana FCB)

Only 4th level so far in RotRL, not sure this is the best way to go, but I think it works out. I'm the only arcane in the group, thus I figured we'd need (and I need) Craft Wondrous Item.

PS Precise Shot at 3rd level is horribly incredibly painful. I now understand why every level 1 archer is a human...


You'll have to choose some archery feat to put off to take Reach Metamagic. You also need to deal with SR.

Snowball does more damage, has a staggered effect w/save, and bypasses SR. Eventually does fireball-like damage (intensify metamagic) that is relevant up to 20th level

The special riders both suffer equally against Undead (cannot be fatigued, ignore effects with CON save) but the damage against cold resistant creatures (a lot of undead) hits Frostbite extremely hard.


Cloyes wrote:
with 3-4 levels of eldritch archer, 3-4 levels of Zen monk then prestige of arcane archer you have 1-2 off full BAB, d10 HD , possibility of mixing ki and arcana pools, a ton of bow specific feats which I am pretty much sure beat fighter as some don't require prereqs, and all of this while retaining most (more than half at least) of your spell casting progression

Sorry, I still don't see what you are trying to do here with the Frankenstein build.

At 11th level, you are putting out 5d6 snowballs + 2d8 arrows + static damage modifiers. You cannot flurry and snowball, so I am guessing you want to mix and match spellstrike and flurry during combat. You need to hit 5th Magus in order to get specials on your bow.

Whereas an 11th level Eldritch Archer is throwing out 10d6 snowballs + 6d6 arrows (haste) + static modifiers AND +3 weapon enchants. I'm not familiar enough with Zen Archer Monk to comment precisely, but I'm sure at 11th level that straight class is going to do more damage than a Magus/Monk multiclass.


Warpriest wrote:
... For 1 minute, any attacks made with the weapon take no penalties due to range ...

No penalties means you can shoot 105 feet with a pistol and not take a -10 to hit.

It mentions nothing about range increments nor anything about extending bonuses or special abilities.

Firearms wrote:
When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon...

The language you are looking for can be found here:

Magic Weapon Special Abilities wrote:
A distance weapon has double the range increment of other weapons of its kind.

A pistol now has a range increment of 40ft, any attacks made within 40ft resolve against the target's touch AC.


5e seems to agree with you (the OP).

There is no Bastard Sword in 5e.

The Longsword can be wielded 1-handed for 1d8 damage or 2-handed for 1d10 damage (they call these types of weapons Versatile.

3.5/Pathfinder has metric crapton of weapons that essentially do the same thing. Is there really that much of a difference between a club and a tonfa? Just how many different kinds of maces do you need?

I'm not saying get rid of them, but really you can just use (or re-use) the same stats for them.

But this is Pathfinder, where 1,234 feats are at your disposal...


UnArcaneElection wrote:
If you are just 1 level behind in spellcasting/caster level advancement, is Magical Knack really worth it? You are only getting half of the benefit.

To some people, 1d6 damage is important, to others it is not. You can take Called instead for an pseudo extra gun clear, or Reactionary for initiative.

UnArcaneElection wrote:
Also, what's the deal with Wayang Spellhunter? I have also seen this elsewhere, where everybody seems to ignore the part about actually being a Wayang to get this trait (people seem to be using an oversight in the wording of the trait).

This is all I have to go on for it:

Archives of Nethys wrote:

Source Dragon Empires Primer pg. 14 (Amazon)

Category Region
Requirement(s) Minata
You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

I'm sure people will point out that it does not say anything about being Wayang, the actual book might be different?

Cloyes wrote:

what about multi-classing into Zen Archer for 3+ levels.

this would be a int/wis build but allow for flurry options, plus a ton of bonus bow feats. if you are allowed to use the new unchained monk Zen Archer option it would even be better with full BAB and d10 HD.

Flurry of Blows is a full round action that conflicts with Spell Combat (which is a full round action itself). I think you would probably be better off going fighter for the extra feat?


The Dragon wrote:
What's really cool about the DC thing is that the magus has everything else beat for getting a high bonus on his weapons - he can easily be running around with a +3 gun at level six, if he uses arcane pool. Which he should.

You mean +4 right? and the next turn you can swift sacrifice a spell for Seeking or Distance (there has been debate on whether the Spellslinger's Mage Bullets enhancement bonus will stack with a bonus already on a weapon).

+2 at 5th level seems entirely doable (6th if you don't have brass ones to craft without the pre-req). +2 from Arcane Pool.

Being a magus you'll want Magical Lineage or Wayang Spellhunter. Being multiclass spellcaster, you probably want Magical Knack. These edge out Called, so you'll be kind of forced into taking Amateur Gunslinger sooner rather than later. You also need Rapid Reload by 3rd otherwise you won't be able to Spellstrike.

  1. 1) Spellslinger 1: Point Blank Shot, Amateur Gunslinger (or Precise Shot) (HB)
  2. 2) Eldritch Archer 1:
  3. 3) Eldritch Archer 2: Rapid Reload
  4. 4) Eldritch Archer 3: Magus Arcana (Arcane Accuracy)
  5. 5) Eldritch Archer 4: Precise Shot (or Amateur Gunslinger)
  6. 6) Eldritch Archer 5: Weapon Focus (Pistols) (MB)
  7. 7) Eldritch Archer 6: Gunslinger, Magus Arcana (?)
  8. 8) Eldritch Archer 7:
  9. 9) Eldritch Archer 8: Intensify Spell (Snowball)
  10. 10) Eldritch Archer 9: Magus Arcana (Reach Spellstrike)
  11. 11) Eldritch Archer 10: Clustered Shots
  12. 12) Eldritch Archer 11: Rapid Shot (MB)
  13. 13) Eldritch Archer 12: Snap Shot, Magus Arcana (Spell Blending: Named Bullet)
  14. 14) Eldritch Archer 13:
  15. 15) Eldritch Archer 14: Improved Snap Shot
  16. 16) Eldritch Archer 15: Magus Arcana (?)
  17. 17) Eldritch Archer 16: Combat Reflexes
  18. 18) Eldritch Archer 17: Feat? (MB)
  19. 19) Eldritch Archer 18: Feat?, Magus Arcana (?)
  20. 20) Eldritch Archer 19:

You are in hell until 5th, hitting touch AC offsets the -4 to hit for shooting into melee. 20ft Range means you are always in range for something to come up and smack you with a tumble through your front line. Luckily at 6th you can put an extra +1 and distance on your pistol or sacrifice a spell for the distance and put a +2 on your weapon which should already be +2 base. Not really sure about Gunslinger, sure you don't provoke by shooting any more, but you are still probably going to 5ft step back to Spell Combat anyways.

I think its less cheese since I last commented, and I feel there is ambiguity in whether you can use specific ammunition with spellstike (ie Named Bullet). But 30d6 Snowballs at level 14 probably isn't the end of the world and x3 Disintegrates at level 17 are still sub-optimal to level 9 spells I think?


Many apologies Ravingdork, I should have known (it was saved as a bookmark).

Please take a moment and peruse the wonderful and astounding Ravingdork's Crazy Character Emporium. Be lost in its glories!

We now return you to your regularly scheduled... what ever happens in here.


Glord Funkelhand wrote:

Are there sites that help with all the talenst and infusions? Like allowing me to filter by element?

I'd like to build a dwarfen geokinetecist and so far I am totally befuddled as how to actually do that.
And reading the book again and again doesn't really help, since it seems that you can do pretty much everything with that class... it's a bit overwhelming.

N.Jolly's guide lists all the talents by element and grades them to boot.

Someone also posted a spreadsheet with all the talents that you could sort and filter, but I can't seem to find it, but it is somewhere in this thread, just have to go through the 1000+ posts to find it. (I would have thought N.Jolly would have throw that in the guide).

Edit: I lied, I found it at Ravingdork's Character Emporium... more than just a character emporium!


Link to Info

Magic Item Creation wrote:

Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs.

Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).

So.. DC= 10 + 1 (level 1 spell) + 0 (11 ability = 0 mod) = 11


If you are playing homebrewed rules, have at it!

Just keep in mind that the combo you listed in the very first post is the very reason why any sane DM would not allow it (you are using two mechanics that deal with the same thing).


I'm not sure you can use the Spellslinger Arcane Gun ability with Spellstrike since you have to cast the spell through the gun (ie it is a range touch attack modified by the gun's enhancement).

Ranged Spellstrike requires you to use the normal firing rules of your ranged weapon and (in essence) attaching your range touch spell to the fired projectile.

I'm sure someone will find the loophole to make it work, but I think the intention is there.

You can use the Called trait for a free reroll on a natural 1 which helps a bit without grit.

If some DM lets this works, you are going to be incredibly feat starved (PBS, Precise Shot, Amateur Gunslinger all before getting Intensify). Along with the constant rules lawyering at the table (is a spellstriked scorching ray 20 ft range or 130 ft range?)


You can trade away trap sense (danger sense) and trap finding and pick up the campaign trait Trap Finding to essentially get it back (minus the level bonus)

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