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What book is the Jingasa of the Fortunate Soldier out of?
He may not have access to it if he doesn't have the materials.
You need some expendables -
all 3 of these can be life savers or game braker used right.
Is there a Bard type that gives access to a familiar?
Another suggestion is the Magus archetype Eldritch Scion from the ACG.
I do think, from what you've said, a Oracle will work best for you. As they can be just about tailored towards what ever you want to do with them.
One thing Bard's are always (almost) very good at is with UMD checks. They have the CHA modifier, skill points, and its a class skill for them.
The Bard party will probably have some way to protect themselves vs Silence. They're just too dependent on vocal abilities to be shut down from a Silence spell.
Trying to clarify here -
Leather armor has a +2 AC armor bonus and a +1 magic enhancement bonus giving you a +3 armor bonus in total.
Now the spell: mage armor is applied to the person wearing that +1 magic leather armor.
We know the mage armor AC +4 does not stack with the leather's AC +2. The confusion is, does the +1 magic enhancement on the leather armor stack with the mage armor, bringing the total, max/highest AC of this combo to AC +5?
I didn't think it did but now I'm confused and thinking it might be possible by RAW.
The start of this thread was about other magical effects on the armor (example: spell storing & fortification) working with mage armor. That answer looked like a yes.
Now I'm confused -
If I have a +1 Enhancement on normal armor and I get Mage Armor casted on me. Does that +1 Enhancement on the armor stack with Mage Armor?
I thought by RAW it does not. I have never seen it used that way and we have stacked mage armor with regular armor before when facing stuff using touch attacks.
Just double checking to make sure this is legal.
Have a Magus wearing magical leather armor, like +1 Spell Storing Leather.
The Magus also uses Mage Armor from a Wand.
Now let's say the Magus has a 7th level Intensify Shocking Grasp stored in his +1 Spell Storing Armor and is hit. Magus has the Mage Armor spell on him at this time.
Can the Magus use the +1 Spell Storing Leather Armor to trigger that 7th level Intensify Shocking Grasp on the attacker?
Everything I've read seems to say yes. As the only conflict with the Mage Armor spell is I do not get to stack the AC from the spell with the armor.
What about if the armor was +1 Spell Resistance (SR13). Would it work with Mage Armor?
If this is for PFS. I strongly suggest getting the Cantrip Wands:
Mending - You wont use it very often but when you do, you'll usually end up burning charges like crazy.
Guidance - That +1 to a Attack, Save, or Skill roll with a minute duration is super handy. I usually see the spell used to help skill checks (looking for traps and disarming them are the big ones.)
Sorry, but wands default to wizard/sorcerer, then cleric, then the rest. In that order. Unless it's a ranger/paladin-only spell, then it's counted as on the wizard/sorcerer/cleric.
That's for PFS games. Home games can be different but are usually played the same way as PFS for simplistic sake. Why I put the qualifier in about if DM allow.
1 Comp Languages
Share Language (If your DM allows you to grab it as a Bard spell) Check with DM. There's a number of Ranger & Paladin 1st level spells that are actually higher level spells from their parent class.
If you're DM allows it, get a 3rd level Bard Scroll: Glibness. It's one of the most broken, out of combat, spells there is.
Is this doable -
1) Magus declares Spell Combat
2) Magus casts Shocking Grasp and attacks with Scimitar (using spell combat).
3) Magus hits and applies weapon and shocking grasp damage.
4) Magus then declares his Improved Familiar uses UMD to activate a Wand of Shocking Grasp.
5) Familiar uses the share spell/deliver Touch spell ability to give the Magus the ability to attack (using spell combat - again) with the scimitar to deliver both weapon damage and the wands shocking grasp damage.
Is this good, game mechanic wise?
This all depends on when the Familiar can activate the wand in the Magus Full Round Action of spell combat.
Need to clarify some things -
1) It sounds like you're playing a very social game. How much combat do you see in a play session?
2) How will built is you're character for diplomacy and other non-aggressive social stuff?
3) Is your real problem the lack of 'fighting' type encounters?
Can we get a brief example on how a average play session goes?
About 80% of the time, it either Normal Light or Darkness. GMs have to go out of their way to make something low-light and most just don't want to deal with that among all the other stuff they deal with.
About the only time I see low-light really come into play is at range.
Now, if you plan on taking a feat that bumps your low-light to dark vision, it might be worth taking. BUT the feat might be 3rd party or racial specific.
DesolateHarmony said wrote:
If you use the rules for ranged weapons, you can not tag all 4 corners of the square T would be in. As the Tower shield would be blocking the corner that's at the 2,3, & T point.
I'd give it partial cover (-2) for A & B but I'd also give a (-4) cover for squares #1 and #3. which seems to have some debate on if #1 & #3 suffer from the total cover penalty from the Tower Shield between #2 & #T.
At moment, I'm going take Nefreet's word that #1 & #3 can not attack #T, as he usually knows his stuff. Plus this was the way we ended up using the Tower Shield.
Need some clarification on the use of a Tower Shield of when it's been 'set'.
Shield, Tower: This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. As a standard action, however, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge.
1 2 3
Tower Shield user is the T and sets the Tower Shield between him and number 2.
While number 2 can not attack (total cover from the tower shield), what about 1 & 3?
If 1 & 3 can attack, do they have any cover penalties to their attack rolls?
Now, lets say the person using the Tower Shield was encumbered (from Tower Shield's weight) before 'setting' the Tower Shield. Does setting the Tower Shield un-encumbered that person?
[PFS] Survivability of Fullcasters at level 1? Or is it impossible to make your first PFS character a fullcaster without getting some GM or pre-gen credit first?
Truth of the matter is that the health between a pure caster and a front line fighter usually does not have that much of a difference. The difference is in the AC. If you have a decent DEX and use AC buff spells, wands, or scrolls, you should be OK.
I kind of glanced through some of those threads. I could not find a base DC of spotting someone casting a spell. Can find and figure out modifiers but what's the base DC? DC 0, DC 5, What?
This is the DC for when some one is not actively looking.
Is there a guide line anywhere for people making stealth spell casting or attacks when not in combat?
Example: Casting Charm Person on a merchant while in a crowd.
What about spells using metamagic feats?
How about with a weapon?
Any advice or pointing out where in the rules this is located will be very helpful.
From what I'm reading, I think you might be looking for one of the more melee type Bard Archetypes.
They can be decent melee fighters, good skills, and access to spells.
For Warpriest of Ragathiel, this is how I got my "fake" Lead Blades.
first 3 levels, grab the Weapon of the Chosen Feat Chain.
At 3rd level, buy myself a Large Bastard Sword.
tada! I'm doing Large Bastard Sword Damage. I am rolling at a -2 to hit but I get to roll 2D20 and take the high dice. My weapon also counts as good and I get a fake blind fighting feat.
Now I just need potions of Enlarge.
I've always found a well built summoning priest (cleric) is a nasty combo. This priest might be paying off some 'favors' with his outer-plane allies.
This might work as a foreshadow of the plane adventure.
How do you figure out the Hardness and HP of a Double Weapon?
Stuff like -
To name a few.
What causes me problems is the enchanting & special material rules as
Here's what I have so far - still in the process of a lot of tweaking.
Half-Elf with the alternate Exotic Weapon proficiency racial instead of skill focus.
1) Feat: TWF, Study target, Track
I'm very worried about the survivability of this character as he has a low CON for a melee and no real defencive feats or talents.
If anyone has any advice, I really have only a limited idea on how this will work.
I really wanted it to go with the Vanguard Archetype but I haven't been able to get that to work.
I've just started a Slayer and here's what I'm trying out -
Half-Elf with the alternate Exotic Weapon proficiency racial instead of skill focus.
Grabbed the 2-Bladed Sword for my weapon. This should now allow me to TWF for full round attacks but allow me to get the slight extra damage boost for 2-handed attacking when I only attack once a round.
Still tweaking my build and not sure where its going or how it will play.
Any way to pick up the Exotic Weapon, Sword, Two-Bladed without spending a feat?
Thinking about building a Slayer using the Sword, Two-Bladed but I just can't figure out a way to do this without spending a feat. I would prefer not to multi-class but could be talked into it if there's enough of a reason to.
So far, the only way I can figure out is to go Half-Elf and take the alternate racial for Exotic Weapons in place of Skill Focus.
For your Gear Section -
I feel you almost need a Warning about Meta-Magic Rods.
PS. Tiefling's Tail does not count as being held in your hand.
PSS. this is just a pet peeve of mine as it seems like it's usually the PFS munchkins that try to get away with this.
Here's a nasty combo if you're playing a Low level game -
Warpriest that has a deity with a Bastard Sword.
Use a normal sized Bastard sword till 3rd level and then switch over to a large bastard Sword.
The Warpriests first 3 feats will be Weapon of the Chosen, Improved Weapon of the chosen, Greater weapon of the chosen.
The rolling 2 D20 more then make up for suffering the penalty of -2 for using a over sized weapon.
There is a serious limit on the Greater Weapon of the Chosen, making it almost worthless once the warpriest hit 8th level or starts using powers that grant multiple attacks like Haste.
1st level Feat -
If you're set on using Vital Strike, Think about taking at least 1 level of the Ranger Archetype: Freebooter from the Pirates of the Inner Sea Book. Gives you access to 'Freebooter Mark' your target as a move action. Giving a +1 to hit and +1 damage vs that marked target with weapon attacks for your party. Plus it also opens up access to some of the Ranger spells. Grab yourself a Wand of Lead Blades and increase your 2 handed weapon damage dice size. Drink a potion of Enlarge and really go to town.
Example: Great Sword damage: 2D6, 3D6 with Lead Blades, and 4D6 with enlarge & Lead Blades. With Vital Strike, that's 8D6 damage.
Sunder Feat line -
If you like the Magus so much, why not try building another but go in a different direction?
My very first magus build was a Strength magus, grabbed the Wand Arcana, a Wand of True Strike, and became a mean tripping machine.
Then about a year later I'm now working on building a standard Kensai Magus. Which sounds like about what you have now.
If you want to just try another class -
Not sure how this would work for you -
Take a look at taking a level or more of the warpriest using the bow. Supposedly there's some nice bow using earliest builds floating around the forums.
While this isn't a arcane caster, you do get access to some nice buff divine buff spells. Just no idea if you can get it to work with what you want.
Check with your GM and that you know the grapple rules forward and backwards. I've seen some players in PFS with a tree diagram (is that what they're called?) for the grapple rules.
Please, anything to make it easier on your GM if you're planning on using grapple a lot. It just about seems that when I sit down with someone that grapples, we end up referencing the rule book at least once a gaming session.
There's a couple of Boons out there that can also help. Getting those Boons usually require attending Cons and luck.
Depending on build, I usually start PFS with a Sling & Bullets. Then around 2rd level switch over to a masterwork bow and start putting on the enchantments when I can afford them.
Couple other key factors in the nodachi favor.
1) It can do slashing or piercing damage. Great sword only does slashing.
2) Nodachi, for weapon specialization (fighter builds) count as a pole arm besides as blades, heavy. Giving a bit more flexibility over the greatsword
Feat: Weapon of the Chosen
At first I agreed with your poor rating for this feat. Then I noticed this little item in it -
This little line I feel bumps the feat up to average and actually makes getting this feat chain more worth while.
The biggest problem that I see in a Rogue is in it's 'Lack of' defenses.
Lack of a good save modifier.
All three of these 'Lack of' can be overcome but it's at the cost of gear, feats, and rogue 'tricks'.
Just ask -
By the description of both, it's possible to have a potion stored in a wrist sheath. It also possible that the potion just does not come in the correct size to be stored securely in a wrist sheath.
Check with your PFS GM before using a wrist sheath this way.
That's specifically what the Grasping Tail feat does (allows you to hold with your tail). James Jacobs has said this is exactly what he uses the feat for with his tiefling magus. It's not like I'm doing it for free, it costs a feat to get it done. I'm trying to find the specific wording in the prd about how to use rods but I can't find anything other than "simply having the rods doesn't confer the bonus".
For Rods, found in the CRB page 484, under Activation."unless noted otherwise, you must be holding the rod to use its abilities."
Feat: Grasping Tail
Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand).
From what I'm reading, it sounds like you can not use a Rod with your Tail. The main problem I'm seeing is the descriptions of Rods. They range in size from 2 to 3 feet and weigh up to 5 LBs. Also, a lot of them can function as light maces and clubs. Which put's them over the size category for the tail.
I'd love to be proved wrong as I also have started a PFS Taifling Magus and if you can find a exception from what I'm reading I'd love to know where so I can use it too. :)
I do know some magus get around this by spell use and grow themselves a third arm. At this time, it's the only 'offical' PFS way I know of to use a meta-magic rod while spell combating in PFS