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a lvl 1 spell can give +4 ac effectively all day (mage armor). So 4 feats for one 1st lvl spell per day.
Or true strike +20'to hit and ignore concealment. No feat equivalent. But at least 3 for concealment and 20 for stacking weapon focus (not normally possible).
....this comparison wont work.
A feat for a first lvl spell once per day is probably fine. Second Level spells probably should require you to be character lvl 3 and have two feats spent on lvl 1 spells....
This blog post covers some of your first question. hardness
How does hardness work for creatures? Does energy damage such as cold deal half damage to creatures with hardness (Pathfinder RPG Core Rulebook 173-174) even before applying the flat numerical reduction?
I had a similar annoyance playing as a ninja. I even had skill focus.
Ive not been afraid of grapples much, as it allows a full attack on your turn. Animals tend to get solid benefits though, making them a bit scarier (grab/rend/rake/constrict/swallow whole/quick swallow...).
Liberateding command, freedom of movement, freedom domain power, friendly grease, stuning it (dont grapple monks), any teleport effect.... Making them less of a threat at high levels.
Freehold DM wrote:
5 gp on the arrow.
Durable arrows don't break.
I would say start describing the arrows...but that would get boring fast. It bounces off, or sticks into some armor, grazes an unprotected spot, misses, cuts an ear off. That's just one full attack.
Deflects off a cliff, washes away in the water,the wind carries it off to who knows where, a surprise eagle grabs it for it's nest....
Grey Lensman wrote:
Yeah, prepared casters have an edge. But spontaneous are still top dogs.
To someone else's post, I almost said cavalier could use unchained treatment too.
I don't think any full caster needs to be unchained (for a buff). They have way more class options than every one else, spells.
Fighter need: combat stamina, 6+ skills per level and a few more class skills. The recent hand books help high level fighters decently, which is where they need it most. More neat options from lvl 1 would be nice though.
Sorcerer has a better spell list than Oracle. Maybe more options as feats or prestige classes to focus on their bloodline.
Pick spells without somatic components. Divination is a great choice with illusion coming next.
Get spell storing armor, weapon, and rings. Cast somatc spells into them.
Just get still spell, you have a ton of bonus feats and it will help fill your specialist spell slots.
Use an armored coat at low levels, move action to take off/put on.
Skip the Prof feats if you don't plan on making attacks.
This is still a wizard, so it will be awesome.
Edit:if you change your mind on still spell, there are two traits to off set the penalty for a spell each.
there is an advanced spell search option on pfsrd.
Flare (Lvl 0); Light (Lvl 0); Sotto Voce (Lvl 0*); Chastise (Lvl 1); Feather Fall (Lvl 1); Flare Burst (Lvl 1); Heightened Awareness (Lvl 1); Hold Portal (Lvl 1); Liberating Comand (Lvl 1); Liberating Command (Lvl 1); Lighten Object (Lvl 1*); Lighten Object (Lvl 1); Sundering Shards (Lvl 1); Sure Casting (Lvl 1); True Strike (Lvl 1); Ventriloquism (Lvl 1); Wave Shield (Lvl 1); Anti-Summoning Shield (Lvl 2*); Blindness/Deafness (Lvl 2*); Blur (Lvl 2); Buoyancy (Lvl 2); Buoyancy (Lvl 2); Darkness (Lvl 2); Knock (Lvl 2); Silent Table (Lvl 2); Steal Voice (Lvl 2); Displacement (Lvl 3); Dweomer Retaliation (Lvl 3); Lover's Vengeance (Lvl 3); Storm Step (Lvl 3); Suggestion (Lvl 3*); Tongues (Lvl 3*); Vision of Hell (Lvl 3); Baphomet's Blessing (Lvl 4); Dimension Door (Lvl 4*); Emergency Force Sphere (Lvl 4); Geas, Lesser (Lvl 4*); Imbue With Flight (Lvl 4); Shout (Lvl 4); Tongues, Communal (Lvl 4*); Triggered Suggestion (Lvl 4*); Contact Other Plane (Lvl 5*); Damnation Stride (Lvl 5*); Echolocation (Lvl 5*); Lighten Object, Mass (Lvl 5*); Lighten Object, Mass (Lvl 5); Planar Adaptation (Lvl 5*); Planetary Adaptation (Lvl 5*); Planetary Adaptation (Lvl 5*); Teleport (Lvl 5*); Truespeak (Lvl 5*); Geas/Quest (Lvl 6*); Ice Crystal Teleport (Lvl 6*); Suggestion, Mass (Lvl 6*); Teleport Structure (Lvl 6); Unconscious Agenda (Lvl 6); Phase Door (Lvl 7); Power Word Blind (Lvl 7); Resonating Word (Lvl 7*); Teleport Object (Lvl 7); Teleport, Greater (Lvl 7*); Charm Monster, Mass (Lvl 8*); Irresistible Dance (Lvl 8*); Power Word Stun (Lvl 8); Fiery Body (Lvl 9); Interplanetary Teleport (Lvl 9); Mage's Disjunction (Lvl 9); Power Word Kill (Lvl 9); Prismatic Sphere (Lvl 9); Teleportation Circle (Lvl 9*); Time Stop (Lvl 9); Wail of the Banshee (Lvl 9)
I've used the heal skill along with delay pain and (later) regerate to remove my (PC) organs to entertain a demon and gain her favor.
I've saved a fresh lvl 1 pfs group with having a good heal skill to keep our hps up.
My current cleric is antagonistic with his diety. He chooses to be a pawn of abadar for the greater good. He was chosen and barely knows anything about religion, prefering to continue his passion, healing (the skill) and saving people as best he can.
Idk, play the character you want. Class barely matters.
Called shots are up to the GM. Assuming his face isnt covered.
Edit: also assuming the caster's behavior is acceptable where they are it will probably be noticed.
A fighter can improve the damage dice with Focused training from the weapon masters handbook.
My build is mainly armor spikes, holding a reach weapon for AoO. A fighter can spend a ton of feats on doing better damage with armor spikes and still have room for others. You should take the outslug feats and aim for a 3rd thing. Maybe power attack, cornugon smash, and hurtful.
There is always another skill you want. Much less book keeping than giving skill points. Found headbands probably wont have your preference. If you get the ideal one just retrain the skills, but watch out for anti magic, dispel, other tricks that make the headband turn off. I would take it for secondary skills not my main ones.
I am working on something like this:
Rusty In Progress
Human (Ulfen) fighter 12
LN Medium humanoid (human)
Init +2; Senses Perception +12
AC 27, touch 16, flat-footed 24 (+11 armor, +1 deflection, +2 Dex, +1 dodge, +1 insight, +1 luck)
hp 124 (12d10+48)
Fort +14, Ref +9, Will +14 (+2 competence bonus on saves against fear, +5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Speed 40 ft.
Melee +1 bardiche +17/+12/+7 (1d10+7/19-20) or
+2 aberant-bane adamantine armor spikes +24/+19/+14 (1d6+14 plus 2d6 vs. Aberant)
Special Attacks weapon trainings (armed bravery, close +4)
Str 18, Dex 14, Con 16, Int 14, Wis 11, Cha 7
Base Atk +12; CMB +16; CMD 32 (36 vs. disarm, 36 vs. sunder)
Feats Combat Expertise, Combat Reflexes, Combat Stamina, Dodge, Greater Weapon Focus (armor spikes), Greater Weapon Specialization (armor spikes), Lunge, Mobility, Outslug Sprint, Outslug Style, Outslug Weave, Spring Attack, Weapon Focus (armor spikes), Weapon Specialization (armor spikes), Whirlwind Attack
Traits threatening defender, vexing defender
Skills Acrobatics +17 (+21 to jump, +21 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Climb +18, Knowledge (dungeoneering) +17, Perception +12, Swim +18
Languages Abyssal, Common, Dwarven, Skald
SQ armor training 4, combat expertise, combat reflexes, dodge, greater weapon focus, greater weapon specialization, lunge, mobility, spring attack, weapon focus, weapon specialization, whirlwind attack
Combat Gear band of the stalwart warrior[UE], jingasa of the fortunate soldier[UE], potion of fly (2); Other Gear +2 armor spikes adamantine full plate, +1 bardiche[APG], dusty rose prism ioun stone, boots of striding and springing, cloak of resistance +3, gloves of dueling[APG], ring of protection +1, sash of the war champion[APG], swarmbane clasp[UE], bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], soap, trail rations (5), waterskin, 81 gp, 9 sp
Armed Bravery (+7/+14) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Combat Expertise -3/+4 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Greater Weapon Focus [Combat Trick] 2 stamina points to gain Greater Weapon Focus bonus on another weapon until next turn.
Greater Weapon Specialization [Combat Trick] 2 stamina points to gain Greater Weapon Specialization bonus with another weapon until next turn.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Lunge [Combat Trick] 2 stamina points to apply poison to a man. weapon as a swift action.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Outslug Sprint (Armor spikes) Outslug Style: move 5 additional feet during 5' step.
Outslug Style +2 (Any Close Weapon, Armor spikes) +1 dodge bonus to AC/dmg with chosen weapon.
Outslug Weave (Armor spikes) Outslug Style: no -2 AC penalty to use Lunge.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Spring Attack [Combat Trick] 5 stamina points to use Spring Attack as a standard action.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon.
Weapon Training (Close) +4 (Ex) +4 Attack, Damage, CMB, CMD with Close-in weapons
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
Whirlwind Attack [Combat Trick] 5 stamina points per extra attack to be able to use abilities that grant extra attacks.
Not 100% happy but using heavy armor is important to me. I wish i had the cash for +2 silver gauntlets and feats to share the weapon focus and spec.
Um just reading the spells tells you how significantly different they are. Truely improved versions at each tier. Why waste heal when cure light wounds would work.
raise dead: you have an intact body and it was not killed by a death effect or made into undead. Also does not work on elementals or outsiders.
Resurrection: you found some of the body, or it was killed by a death effect or was an undead. Also does not work on elementals or outsiders. if able to cast quickly, then useful in combat.
True resurrection: there is no body. It can bring back elementals and outsiders. if able to quickly cast then useful in combat.
Ideas for scarier death.
Chance to comeback different. Secretly Curse, madness, possessed. Uncurable until triggered.
Chance for the caster to be harmed. Losing limbs, death, neg levels, madness, cursed...
Future healing magic is less effective. Reduce caster level of healing effects by 1 per resurection. Making low level cure wands useless and some high level spells not work immedietly.
death in some areas are perminate. Other planes, occult sites.
Plan for monsters to eat bodies, perform coup de grace, use death effects