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I've always let the players ask the question of what they want answered.
Figured if they 'studied' the monster, they probably memorized the parts they're interested in.
Play with a enchanter wizard and his first question always is "Can they be effected by mind enchantments?". Anything else known is just random garbage for him.
Can the Vishkanya Deadly Courtesan Archetype be used with the Unchained Rogue?
Unsure due to how picking PFS can be with the RAW. As there's stuff like the regular rogue's Trap Sense vs the Unchained Danger Sense that the Archetype is replacing.
Do have the Vishkanya Boon and would really like to play a Unchained Deadly Courtesan Rogue. Just want to make sure it's legal.
Not worried about Two Weapon Rend. Going be a long, long time down the road before I even have to worry about it. The +11 BAB kind of puts it into the very far future. If I ever play this character past level 12. (This is for PFS)
Money costs - think that's my biggest worry. Equipping and enchanting two weapons and a pet will be lots of gold.
...and that is kind of how I have my build set up as.
Wasn't planning on having a high STR. Was thinking a STR 12 and that was more for carrying stuff.
Wanted the extra attacks for more chances of crits. Which ment more OA for my pet. Pet would be the damage dealer.
Down the road, probably level 8 or 9, after getting weapons enchanted with Keen, I'd enchant with Agile.
Any idea on how TWF works with the Hunter?
Was thinking about making a DEX build Hunter using the TWF feat chain with high crit weapons. Then with Outflank, have my animal companion provide the damage with OAs.
When I ran some quick numbers, it looked doable. Now I'm wondering how it'll hold up in practice.
Think one of the most important rules for new DMs should be -
Get with your players and go over with them on how they see their characters progress through the levels.
This can do a number of things but the three biggie reasons -
One thing I've noticed some GMs overlook is that Swarms (most) are mindless and easy to 'distract'.
They almost always go after those that are closest, so if someone is hurt, you can stick someone else in front of them to 'protect' them. Have ping ponged a swarm before by using this tactic.
...or you can try something different. In the case of the rats, might be able to 'distract' them by tossing food down in another square and running away.
bitter lily wrote:
The 10th level Arcane Trickster ability works with every spell that deals damage. Even Fireball. Usually you have to make a attack roll and hit to apply SA damage. The Surprise Spell ability is a way to get around making that attack roll.
At least that's how I've always seen it ruled.
Still lurking around here :D
I always assumed you got to add any Strength modifier to the damage the needle does. Now I'm beginning to wonder...
More curious on answers to *buff* the needles to help get through DR.
From people's opinions, it's sounding like Weapon Blanches will be a almost worthless to use with the Robe. But...
Would these Needles be counted as magical for DR/Magic?
ROBE OF NEEDLES
Cost 500 gp
1) Can the needles be buffed by spells or items? Example: Magic Weapon or Weapon Blanch.
2) There's debate on what kind of action the Robe of Needles takes to toss the needles if you can make more then one attack as a full round action.
I know to expect table variations on this but want to get a feeling of the general public opinion.
Louise Bishop wrote:
This is not true.
CM, if built around it and with the correct gear is so crazy powerful, it's OP broken, my opinion.
Course these builds do suffer a serious drawback in not being able to do anything else.
So the main reason CM gets bad mouthed is it's worthless or OP broken. Doesn't really have a middle ground.
Is there a reason for her to take ranks in know: religion? I think it's fine for 1 or 2 ranks for "character flavor" but thats about it. All the other skills can be useful for what it sounds like she's trying to build.
I'd be more in favor of the 12 DEX as it boosts way more then INT does for the warpriest. DEX increases initiative, AC, reflex, and more skills she'll probably actively use then what you'd get from the INT.
Sorry about the CHA crack, put that post in there in response to someone else's post about CHA boosting channeling.
Warpriest do not need CHA. It has no effect on any of their abilities.
Warpriests can make decent in combat healers, for themselves. They can do this as a swift action with fervor.
Have her run into the mix of bad guys and set up flanking for the orc. This makes her more of a target to be takened out. With self buffs and a shield, her AC should be good enough to ward off a decent number of attacks. She just needs to make herself enough of a threat to be attacked.
I always think there should be some encounters PCs should not win (unless they get very lucky).
If you want to make the encounter a bit tougher, I'd toss in some tactical terrain advantage for the bad guys.
Doing this could go terribly run, depending on rolls and how "buff" the party is.
Not a spell but there are spells that help carry this off.
Misdirection, I'm a big fan of, specially with bosses.
Simple example -
I'm hoping that lich has a couple of guards with him. Otherwise it'll be a dead dead lich by the second round.
Spells - these are more for defense.
Tempted to suggest the Darkness line of spells for those without darkvision. Problem with that is it becomes more of a pain then anything else for the players.
Wall line of spells is good for splitting up the party.
Choosing offensive spells depends a lot on where the lich is and what advance knowledge/prep the lich is able to do.
Two things I haven't seen mentioned -
The one thing goblins like better then a nice blazing fire is things that go *BOOM!*
Almost everthing suggested here goes against touch AC and can have a AoE effect. While the damage isn't much, it does follow the 'Death by a thousand cuts' strategy you wanted to try for.
I'm now trying to decide if the 6th level spellstrike ability (Arrowsong Strike) is even worth using.
Have no issue with just knocking off 10 damage from the 45 taken with a DR10.
The question I have is how much of the 80 points of damage the stone skin can take get knocked off?
5 points the Stone Skin takes since there is a DR5/Piercing from Resinous Skin
Trying to see if it's possible to stretch out how much 'damage' Stone Skin can 'last' through.
8 high damage attacks (8th level wizard) if I ignore Resinous Skin
16 High damage attacks if Resinous Skin get's to be applied.
Clarifying myself -
Which DR gets used and how?
DR5/Piercing from Resinous Skin. Duration spell
DR10/Adamantine from stone skin. Duration last till it absorbs 80 points of damage
Using the DR does not stack rule I can only stop 10 points of damage. Since I have two types of DR, how much would my Stone Skin "absorb"?
5 points or 10 points?
Getting the 5 points applied to the 'duration' of stone skin from the DR since its slashing damage and Resinous Skin has a DR5/Piercing.
or do I just ignore the DR from Resinous Skin
Tarik Blackhands wrote:
See my edit above. Messed up my first post :D
Tarik Blackhands wrote:
Which is first for the DR?
Stone Skin or Resinous Skin?
Resinous Skin applies a flat DR/Piercing and is good till the spell expires.
Stone Skin applies DR10/Adamantine till it *absorbs* a certain amount and is then gone.
Have a Wizard that has a whole bunch of Defensive buffs cast on him. Want to know the order to apply them once that wizard takes damage.
Let's use getting attacked with a Great Sword (Slashing Weapon) and taking 45 damage as the example.
Which spell effect goes off first and in what order?
Here's all the *long* duration (1st level) wands I like to carry around that I have found useful.
Heightened Awareness +2 Perception/Knowledge checks, +4 Initiative. 10 Minutes
mage Armor +4 AC. 1 Hour
Comp Lang 10 minutes
Read magic (this is actually a 0 level) 10 minutes
Endure Elements 1 hour
Feather Step ignore difficult terrain. 10 min
Goodberry 2D4 berries that heal 1 each. 24 hours
My opinion, you only really need a UMD skill of +5 if you're planning on using it with only wands that apply long duration buffs (plenty useful of those buffs out there).
Dumping more skill rank into UMD is useful but I find those ranks better used elsewhere.
With a wand you can try over and over again till that dreaded 1 on a d20 comes up.
So taking a trait for using INT for UMD might be nice at 1st level. Just don't think its worth it later on. As theres so many other useful traits.
I am playing a "muscle" wizard in pfs. The character is more for a 'theme' party but he still does pretty good in *random* pfs groups.
Levels 1-4 you play pretty much as a standard wizard. Maybe wade into combat and either attack or aid other.
5+ You start getting the good tranformation spells. Pick creatures with lots a attacks. While your main attacking bonus will be lagging behind all the full BAB classes, you should be making 2 to 4 more attacks then them.
Your health and AC will be 'lacking'. There are a number of spells that will help here. Some of those spells do have a expensive component (stone skin), but running the numbers, that expense is actually cheaper in pfs then purchasing magical armor.
Combat - Once you get to level 5, you might be able to squeeze 2 encounters out of you minute/level buff spells.
+1 cloth armor of spell storing. Have the 2nd level spell Frigid Touch stored in it.
Get hit wearing it and as a immediate action can choose to trigger Frigid Touch on the attacker. Does 4d6 cold damage plus staggers, ending attackers turn.
A cheap and mean tactic is wizard using vermin repellent and standing in the middle of a swarm of vermin. Players HATE swarms. *GM call that the swarm failed save on the repellant.*
Trying something odd/different.
Going to make a transmutation wizard that will you the self poly spells.
So looking for stuff to improve my 'to hit'.
Levels 6+ If you know a fight might be happening in the next couple of minutes - Shield of Faith. It's deflection bonus is probably higher then any rings of protections you might have.
Another good level 6+ is Beacon of Luck. +2 Sacred bonus to your saves and allies within 30' can as a immediate action, roll 2D20 for a save once.
Actually in combat, just quickened Divine Favor. Spending a standard action for some type of buff usually is not worth it to buff your combat.
What I'm asking about is how the damage done is resolved.
In the description, it states that you figure out the attacking damage as if the attacker was a size smaller. Anytime your size is reduced, you loose 2 strength.
It clearly gives examples of the base damage dice but nothing about if the strength is also reduced for the damage you take.
Spell: Dragon Turtle Shell
I'm saying yes but want other opinions.
Between Feyfoundling and Toughness, you really should look at your other defenses and how they are. Shoring up a defense instead of something to help with your health might bring a lot more benefit as a feat then either Feyfoundling or Toughness.
While it hasn't been mentioned yet, Feyfoundling works really good with Channeled healing. A healer rolling 5D6 healing channels is a extra 10 health with Feyfoundling. Just need to be grouped up with someone that channel heals. Which can be a problem in PFS.
Another benefit fey foundling has is that it usually takes less charges of your cure light wounds wand to heal you up.
My opinion, toughness is great for levels 1 & 2. Almost worthless for levels 3 - 8, then so-so till about 12+. This is just due to how much damage you can take vs the health you get from it. Still a good feat, just think there's better at the early levels.
A 10 CON is way too low for a D8 health front line fighter. Any way you can bring it up? I'd suggest lowering your INT. While a 18 INT is very nice for a magus, 90% of the spells you'll use do not require saves.
Try and convince the player to play a bard. :)
Is the Oradin going to be melee?
Are you allowed traits?
How firm are you on having Desna as your deity?
You do not have to use your deities favorite weapon to get the warpriest goodies, that only really matters if you plan on grabbing the Weapon of the Chosen feat line.
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