Driver 325 yards wrote:
That's how I've interpreted it. It's a nice way to boost your damage prior to combat(if you've got the jump on your enemies), but terrible in combat, because it takes too many actions to pull off that by the time you're ready to go, you could have already shot your bow several times.
I think if you're going that route, the two-handed weapon combat style is a better choice, since ancestral weapon only affects 1 weapon at a time, and TWF with 2 dorn dergars means you're taking a -4 penalty to each attack.
Yeesh, I have a hard time processing the idea of making a 3/4ths BAB class into a pure caster. It's like trying to turn a Fighter into a Skill Monkey to me. However the 1 good idea I've seen is a cleric that makes liberal use of Sacred Summons and nothing but buff/battlefield control spells. It can be done, but you'll always be behind a pure arcane caster in terms of raw power, cleric spells just don't have the oomph to compete.
Pay close attention to the wording here. notice how it says reduced below 0 hit points. now watch me re-word it to fit your theory:Benefit: While raging and at or below 0 hit points etc...
You take the damage first, then if it is enough to reduce you below 0 hit points, you start converting. Don't put the Wagon before the Horse.
TWF is tough on a vivisectionist since they don't get many things to add to it, but it is doable. have you considered the Feral Mutagen Discovery? When using a mutagen, you grow a bite and 2 claws. that's 3 attacks at level 5 at your full attack and damage bonus. compare that to the 2 attacks you get from TWF which are at your full attack bonus-2, and your off-hand attack only does /strength bonus on damage rolls. an amulet of mighty fists+1 is technically cheaper than 2 +1 weapons, and it applies to all of your natural attacks. As for your other discovery, infusion is a nice way to share your extracts with party members. I'd personally stat the character as follows:
So Guarded Life instead gives you non-lethal damage, which knocks you out anyways, but you're auto-stabilized when brought below negative hp? That latter half replicates exactly what diehard already does, in fact it's worse to take the non-lethal, because with diehard, you already have the choice to fight on or fall unconscious and be stable, but with guarded life, you're unconscious no matter what you do.
You should read the rules for Feinting in Combat before asking this:
Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
I know that Greater Feint treats them as flat footed until the beginning of your next turn, but the intent of Feinting is that you get to take advantage of them falling for your bluff, not anyone else.
To the Funny Farm, where life is beautiful all the time...
There are two contrary faqs. One says that Racial Heritage counts for taking racial archetypes. The other says that Half-Elves and Half-Orcs don't qualify for the parent race archetypes. But this also flies in the face of the rules for Humanoids listed in the ARG that says a racial subtype qualifies you for any race-based prerequisite so the half-breed FAQ is the odd-man out because the reason it cites, racial archetypes not counting as an "effect" is both directly contradicted by the pre-existing FAQ on Racial Heritage (which hasn't been retracted) and the ARG which allows it not based on the "effects" term but the "prerequisite" term which can't be so easily dismissed.
You should press the FAQ button on my thread about that issue, as I'm trying to raise awareness of and eliminate the contradiction.
It has come to my attention that there is a flaw in the way the rules for racial archetypes are supposed to work, according to the FAQs responses for both the Racial Heritage feat, and certain "Half-Races" Selecting Racial Archetypes of their parent races:
FAQ 1: Racial Heritage
FAQ 2: Racial Archetypes
Racial Heritage states:which according to FAQ 1, implies that racial archetypes are an effect related to race, even though in FAQ 2 it clearly states that racial archetypes do not count as an "effect". So the question remains; which of these 2 are supposed to be true? please hit the FAQ button on this thread if you'd also like this answered. I know I do.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.
I could have sworn the FAQ said that unless you are specifically the race that has the racial archetype, you can't select it, like only elves being ancient lorekeepers, and only dwarves being Foehammers?
Uhh...Spell Perfection only lets you apply 1 metamagic feat without affecting its level or casting time. You don't get to add 3 for free, you pick 1, and the other metamagic feats modify the spell level and casting time accordingly.
Theoretically, penalties to attack would be offset by opponents being constantly denied their dex bonus against me, but it's also a concern.
That holds true if they're enemies with a high dex score, otherwise against opponents with low dex and high natural armor, you might be screwed. now if you plan on throwing something besides shuriken, like chakram, or daggers, or even starknives*gasp), I would suggest making yourself a mighty hurling blinkback belt and the quick draw feat, so you can make thrown weapon attack rolls with your Strength instead of dex, and have them immediately be ready to throw again after the attack is resolved.
It isn't fluff, ray spells are a specific type of spell, just like longswords are a specific type of weapon. not all ranged touch attack spells are ray spells, not all melee attacks are longsword attacks. There's no getting around it, you can't use close range arcana to spell strike with snowball, as it is not a ray spell.
I hope you're not planning on using TWF and rapid shot together, that's some nasty penalties to attack. However, Weapon Focus(Shuriken) is always good, and you should work your way up to improved precise shot, because enemies having (soft)cover and/or concealment can also ruin your day.
2) If you release your 'shield' you lose its AC bonus, not sure where the question is on this.
releasing your grip is a free action. re-gripping it is a free action. let go, use free hand for somatic components, finish casting spell, re-grip, retain shield bonus to AC. or is there something I'm missing?
Guided Hand only benefits attack rolls, not damage rolls, and having such a low dex can hurt you later on if you want the really good and necessary archery feats like manyshot and improved precise shot. the low strength also means you want be getting a lot of bonus damage to your arrows, and trying to play clerics as pure casters doesn't usually work. There's a reason why they have 3/4ths BAB, and not 1/2.
Haunted doesn't affect weapons, unless said weapon is in your backpack.
I think you're using the term "Skill Monkey" way too literally, focusing only on the "Skill" part of Skill Monkey:
Skill Monkey: I. Person or persons in a group who provide minimal roles in combat but have an abundance of talents and abilities, which keep them useful to the party.
Big Lemon wrote:
Bonus spells per day are overrated unless you're a primary caster. Bards aren't primary casters, they're support characters with spells attached. That being said, if you want more spells per day, rings of wizardry are way more useful to a bard than starting with a 20 Charisma.
That could possibly be an exceptional case; an unarmed attack that procs a grapple opportunity. Another case would be, say, the feat that allows you to use a whip to grapple. I'd say in that case, any attack bonuses to the whip would also apply to the grapple (if it isn't already explicitly stated).
It doesn't explicitly say it does, since the feat tree is also viable while going the strength route, but if you're finessing with the whip, and you have all 3 whip mastery feats, then using your dex to grapple with the whip should work. That's how it's ruled at my table, anyways.
Also going to point out that I almost never had to worry about dealing damage myself to be effective. I only ever used a whip or a net as weapons, and the only attack rolls I used were for combat maneuvers to trip, disarm or grapple.
I would really like to see a class or archetype that revolves around using skills in combat to be effective.
You're gonna have to be specific as to which skills you're referring, because the bard I was talking about uses most of his skills in combat...to know about his enemies, he uses his knowledge, to make use of wands and such, he uses UMD. to see the fight coming beforehand, he uses perception to not be caught unawares. to not get smacked when he needs to get away from someone, he uses acrobatics. To fluster his enemies, he uses either Diplomacy or Intimidate to Antagonize them, or just to make them shaken. He also uses ride to control his phantom steed, Stealth to hide while blurred if he really needs to, and perform if for some reason he has to distract, countersong or fascinate. none of the bards skills really go to waste, and almost all of them are used in combat.
Dhampirs can not be healed by cure spells. But yea, infernal healing looks good.
You're half-correct. Dhampirs can't be healed by spells that use positive energy, but infernal healing doesn't do that, it gives the target Fast Healing. Fast Healing =/= positive energy.
Your concept might work if the campaign is primarily an urban adventure, but as far as most pathfinder adventures go, you're gonna be fighting things that aren't as easy to overcome as the challenges humanoids are going to offer you. especially if you're playing a stealthy character. Lots of monsters can perceive you without having to roll perception checks against your stealth checks. It's a great idea, one that works really well in an all humanoid setting...but monsters are a very dangerous foe, and were I playing the same character as you, I'd be afraid to leave the city without the assistance of some very brave(and expendable) meatbags. I mean Fighters. Same thing, really.
I used to think Bards weren't skill monkeys either...until I played 1 with a 14 intelligence and ended up having 19 skills.
That Blog also mentions that the GM is free to rule that in certain circumstances, a weapon can be added to a combat maneuver when it normally wouldn't, like using a Sap with Dirty Trick to hit a sensitive spot. What about using a fist that has the grab special ability(AKA Tetori Monks)? wouldn't that be a circumstance specific enough?
so what, your GM just took your spellbook from you and...what, destroyed it? I highly doubt that. There's probably an in-game reason for it, and it should be your mission to retrieve it. if that's not the case, and your spellbook is gone forever, then it sounds like your GM just pulled a dick move, and you should talk to him about it.
the question was which class stands alone "without the need of feats" and why. Fighters don't really need feats, but having so many of them is a really nice boon. now if the question was "which melee class aside from the fighter stands alone and why?" I'd have answered differently.
Pendin Fust wrote:
How did he use his spell before the pc finished his charge? doesn't sound legal.
Stripped and tied to the mast, huh? Were any other party members in the same situation as you? were they fairing any better?
gustavo iglesias wrote:
Magus with Dex and scimitar have better AC than fighters right from the begining ( with shield spell), and once they can cast stuff like mirror image, displacement, etc... they are way beyond fighters in frontline tanking
Oh really? with 12 dex, a suit of banded mail and a heavy shield, a fighter can have 20 AC starting at level 1 all the time. Your best is 22 for 1 minute. with 13 dex I can even take dodge for 21 AC. If I was a halfling with 16 dex, a breastplate, a heavy shield and dodge, I now have a 23 AC. Also I don't NEED Int, so my Con can be higher than the magus'. combine that with my d10 hit die over your d8, and the ability to fight all the time, I think I have you beat as a frontline fighter. By the way, how's that scimitar+dex trick helping you at level 1 I wonder?