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Dragonchess Player wrote: You may also wish to look at Craft Rod (and various metamagic feats) to make your own metamagic rods. Arcane Armor Training/Mastery may be useful until you take Quicken Spell (or even after with a metamagic rod of Still Spell) to give you better AC than mage armor at a lower gp cost than bracers of armor. I'm afraid there's no such thing as a metamagic rod of Still Spell. I think the idea is that by definition if you're using the rod, you're using a somatic component. Deadmanwalking wrote:
I'm not really fond of the DPR Olympics, but even according to that thread, "a +1 to damage is worth 3.42 DPR". 2.5 increase to damage would then = +8.55 damage. Persson wrote: Is it possible to make a fun melee build when multiclassing with druid or cleric? (or inquisitor) Quite possible. I play a Cleric/Monk in PFS for instance. Easy enough to continue with Cleric after 2nd level Monk. You can memorize inflict spells to deliver with your fists (or if neutral and can choose to channel negative energy, you can spontaneously cast the inflicts). About the only thing you need outside of your own spells is a source of the Mage Armor spell (potions work fine, wand is cheaper if you have a friend to use it). Your spells can supply any other abilities you'll need (magic weapon, divine favor, bull's strength, greater magic weapon, etc.) For flavor, the world's your oyster, cleric's marching about in just flowing rainments of their god are classic. Pick your favorite and play it up. Druids with a level or two of monk can also be quite powerful, but generally in the "wild shape with wisdom to AC" way, which tends towards the "fight fight fight" you were talking about. Though if that sort of fighting appeals, you should have fun with it. Sounds like a very fun character. Make sure to ask your DM about Magic Rating, a very reasonable way to even out dual casters. For what it's worth, you can't take a trait twice (or even a second trait of the same type), and trait bonuses do not stack with each other anyways. I agree with calagnar, take the one class first, then the other. Just roleplay the other more while you're taking the first (play up the Shelyn aspect if you take wizard first, play up your interest in the arcane if you take cleric first). For anyone who doubted the rule was in 3.0 (as I did), here it is: 3.0 SRD wrote:
Silent spell (and a new spell component pouch with a big big belt) would do the job. Natural Spell only works for wild shape, not polymorph. That is, unless the Aspect power is a polymorph type effect. On Enlarge Person, correct, Polymorph effects do not stack, and while your type remains humanoid, it will not work on you. Rod of metamagic Silent lesser would be a cheap option. The target is not shaken for an unlimited amount of time, only for an undetermined amount of time. Frightening could have been written: "In addition, if you beat the DC to demoralize by 10, the thug can instead choose to make the target frightened for 1 round", since that is what is required in order to get "4 or more rounds" (including the +1 bonus from the ability itself). ProfPotts wrote: Cleave / Great Cleave are good 'cos they're standard actions - run up and swipe a bunch of guys. It helps if you're using a reach weapon, of course... and it also helps if you fight hordes of mooks every now and then... if it's a single BBEG every fight, then no, they're probably not so helpful... Agreed - I've seen plenty of situations where Cleave would be very useful, great cleave less so, but not less so than before. Just *don't* also take vital strike, they absorb too much of each other's optimum situations. I hate parry, but RAW, I see no reason it wouldn't work. A 20 is always a hit, but so it a 10 if your AC is 10. Parry negates hits, it doesn't raise your AC or otherwise prevent them from occurring in the first place. An in-between solution is what many groups did (a 3.5 DMG option I believe) who considered auto hits and misses too extreme, and make a 20 = 30 (and a 1 = -10). This would probably result in the same as 20 = auto hit, unpreventable. Another way would be to at least allow the Parry against the confirmation roll (which wouldn't matter in the above example of "only a 20 hits"). As usual, I agree with Karui Kage. Karui Kage wrote:
It's not your question, but this is ridiculously overpowered. +1 enhancement for a cleric or Druid (Amulet of Mighty Fists: Guided) to gain easily as much as 6 attack and damage before hitting 10th level? Give you wanted to allow it, melee only makes the most sense. If ciretose is correct that it was applied to a crossbow, it seems it was intended for both. Though that would be particularly hilarious, since a crossbow doesn't ever use strength, unlike potentially every other ranged weapon (even regular bows get strength penalties to damage, all thrown weapons, slings, composite bows, etc.). Stereofm wrote: And There is also at least a Pathfinder society adventure which you could use. This is "The Pallid Plague", by none other than Mark Moreland. PRD wrote: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk does not get to "select" Stunning Fist as a bonus feat, they simply get it. This is a change from 3.5 to Pathfinder. If that class feature is replaced, then they do not "receive it as a bonus feat at 1st level". They get other Bonus Feats (including one at 1st), but Stunning Fist is not on the list they can choose from. If picked up later (level 11), they would get the increased uses (1 per monk level instead of 1 per 4 character levels), but the Stunning Fist class feature was replaced, and that is what grants the additional options. Lions and Tigers are great. Remember that Wild Shape requires that the druid be "familiar with" the animal that you are turning into. I believe you have to be 8th level druid to actually get the 5 attacks, as you can use Pounce, but don't get Rake yet (it's included in Beast Shape III, but not Beast Shape II). Greater Magic Fang is awesome, and Bull's Strength is very solid (although won't fully stack with the +2 from a magic item). Since almost all attacks are primary, they get the full strength modifier to damage. Extend spell can be your best friend to keep GMF, Barkskin, etc., going for a long time, so you're not wasting time casting at the start of a battle. It's pricey, but +1 Wild armor (dragonhide breastplate/fullplate, etc.) is fully worth investing in (16k to buy the +1 Wild). Stacks with Barkskin of course. I don't see too much point in pouring money into an amulet of natural armor. Feats: Lunge (since most animals have short range for their size (5' on most Large forms, 10' on most Huge'), Vital Strike to tear past DR. Weapon Focus type feats (on specific 'weapons' like claw/bite) can be tough to justify. Power Attack likewise you better be *hitting* plenty before taking it, but it does up damage a lot, since it applies fully to all primary attacks. Good luck - my fiance and I are also playing a druid/wizard combo. Chris - I'd say it makes the most sense to deny the "delay" for the poison the first time the character delays, to avoid ultra-metagamy actions, but otherwise only hit them once per round. Jason Bulmahn wrote:
I was about to contest this, but it does work out like that with onset, very strange. The flip side of that is that after the first dose it only takes a single failed save for the next dose to afflict you (no second save to take the initial damage), and from what you said, no onset delay in adding to the frequency/duration. A poison with a nasty initial effect (and no onset) could get pretty horrible on repeated doses. Those would inflict the initial with each failed save to avoid the affliction. godsDMit wrote: Add in the fact that we did this on 4-5 subtier, with a several players still playing characters from levels 1-3, means they arent hitting very often, and the entire excerise gets annoying for everyone involved. James makes a good point - this situation is very tough for the higher level character, especially a controller wizard. He may very well have thought he was enabling the rest of the group to safely/effectively take on the threat (and ghouls are terrifying). In defense of Decline of Glory, it was the first scenario I played in (at PaizoCon '09) and was quite difficult. No one died, but something like 2 or 3 out of 5 dropped in the final battle, including me [Thanks a lot Taig!] Also...
Spoiler:
It's been a while since I played it... but in the 4th encounter, couldn't the ghouls have just ducked under the water? The webs shouldn't have gone under. Dragnmoon wrote:
Yeah! When did this happen - congratulations! Howie23 wrote: I think the biggest thing that hasn't been talked about (although I alluded to it earlier) is that caster level doesn't stack between the two classes. If you end up having to do go ahead this way, I'd suggest taking Additional Traits feat, and take Magical Knack (Wizard) for +2 caster level (limited by your HD), plus whatever other trait you'd like. Although personally I use Magic Rating, so the caster levels would stack. blueskydreamy wrote: I just had a few questions about the Orange Ioun Stones. 1) Do their effects stack? 2) If they don't stack and I wanted to make one that increased the effective caster level by more than just +1, how much would that cost? Any ideas on that? 3) Is there any limit to the number of them you can have active? 4) Would they fall under the magic/psionics transparency rule? I realize that it seems fairly obvious that they would, but an item that increases the manifester level seems slightly more powerful than one that increases the caster level to me. Any and all help is greatly appreciated! 1) No. Effects from the same source don't stack, unless specifically says otherwise (and there *are* now Ioun stones that stack). 2) While it's slightly iffy to increase this particular effect (caster level can get a bit out of control), in general you would increase the cost proportional to the square of the bonus. So a +2 orange prism ioun stone would cost 4 times as much (120k gp), +3 would cost 9 times as much (270k gp, which would be restricted to Epic if you use those rules). 3) No mentioned limit to the number of ioun stones you can have active. 4) Very insightful question about magic vs. psionic. Manifester level can increase save DCs, while caster level generally does not. However, since the power point cost would be increased as well, it seems reasonable to hadwave the difference. The Expanded Psionics Handbook applied ioun stones in an identical manner (except for listed differences). Psionics Unleashed! does the same. Vic Wertz wrote:
I was just looking at the 192 MB size for the single-chapter version myself. Still downloading, and I'm no expert, but it does seem "too" big. Just for comparison:
No complaints here if that's just the amount of super quality images we're getting, but figured I should mention. Necromancer wrote:
You'll get almost automatic power inflation by using the highest CR available. Better to use the lowest CR available, or find some middle ground at least. Davick wrote: I think the easiest thing to do would be use a halberd stats and envision it as the glaive you desire. Unless the character is a cleric getting free proficiency in glaive, this would be the easiest method. I really like the Catch Off Guard idea though - sounds like a perfectly appropriate use of the feat as well. A later Dragon magazine had a whole slew of pole-arm feats, including a short-haft type one. Probably in the #320's - #340's. Aedras, I'd say you had it right in your first post. It surprised me when I noticed it too, but then it's only twice per day at most. Aedras wrote:
In my opinion, these are completely correct - and man it hurt/was-awesome when an AA in my Second Darkness campaign finally used these. There is nothing in the line "make an attack roll as normal" that implies picking a square. The description just said it homes in unerringly, that requires a bit of clarification -- since, if it misses, wouldn't that just be two more corners? [No!] Can't stack imbue arrow, can't stack manyshot or rapid shot or even vital strike. But it *will* find them, or at least the closest wall between you and them. K Neil Shackleton wrote:
The Core Assumption (i.e. the books required to be purchased and required to be lugged around) should not grow. If a player wants to use those items, they need to bring them, not require the GM to. mdt wrote: And how do you reconcile that with James Jacob's post and the thread I linked to above? Or does nobody bother reading the posts after the first 2 or 3? It's reconcilable when noting that JJ was replying to the opposite situation - someone attempting to say that a legal weapon wasn't, because it broke the +10 barrier under certain situations. The person replying to him, frankly, was abusing his trust by using cryptic language, and no examples, to "prove" his point in the reverse. The Rule is clear. Feel free to disregard it as I do (outside of PFS of course). Nigrescence wrote: You might see these as just static bonuses, but there is a BIG difference between something like the Ring of Force Shield and the Shield spell, and between the Bracers of Armor [+4] and the Mage Armor spell. Other than the Shield spell being twice as good, plus stopping magic missiles, and the mage armor being 8 times cheaper, what difference is there? You've already admitted they are incredibly questionable. You've brought up using luck/insight/etc. to replace, but those (while still very cheesy) would at least cost Far Far more. Banish the thought from your mind, or pay for it. As for the rest, several (as compensated for with the split out item sets) would have an additional price increase for being "off-spot". Such as vision items should be face or head, etc. The -30% factor should never be applied to existing items by a player. Simple as that. Coming up with creative new items (that aren't simply combinations of old ones), to make an item that makes sense, sure. So I spent this morning entering my Druid character into Hero Lab (decent program), in the hopes that it could automate generation of stats while in wild shape under various forms. It doesn't. Is there a character sheet/generator out there (one of the excel ones perhaps?) that does? I may have to build it if not. Ravingdork wrote:
The "Paizo Game Designers" actually confirmed both ways, and then, as Trent pointed out, basically left it to the GM. There basically is no game reason to not allow the +50% to include static portions of variables effects. At best they are still barely worthwhile to do (with the possible exception of magic missile). You certainly wouldn't cast an empowered cure light wounds instead of a cure serious wounds. Empowered Cure Serious instead of Breath of Life? Barely better until level 16. Empowered Fire Shield is neat, but hardly a game killer for a 6th level spell. My group beat her after a bit of a tough fight, but couldn't catch her. She showed up again:[spoiler]in Fortress of the Stone Giants, when the sinkhole forms. They were chasing down the Scribbler when she was sneaking up on them. The magically paranoid (some rune trap I think?) wizard had See Invis, and blasted down the hallway (through the party) at her. I thought she was dead at that point, but noticed immunity to electricity later, and had her sneak off. I don't think I ever remembered to include her after that, so she's still about, much like Old Scratch.
ElyasRavenwood wrote: Then i got my character a wand if infernal healing. I thought it would be "thematically appropriate" we shall see how popular that wand is. I've heard their pretty popular - though only work for worshippers of Asmodeus (without using UMD that is). AdAstraGames wrote:
While many things can be gotten around with magic items, this one in particularly is nice. +1 Spell Storing (adamantine?) Greatsword. Takes a good chunk of PA to afford, but being able to pump your inflicts into your attacks is a wonderful wonderful thing. Mosaic wrote: And what are they called in Excel parlance - call outs? pop ups? I haven't looked at the sheet in a while, but you're probably referring to Comments (if these are fixed text that shows when you hover over the cell), or Data Validations (if it gives you a message based on what you have entered in the cell).
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