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However, while the bonuses don't stack, Mage Armor does overlap regular armor against Incorporeal attacks.
When an Orc attacks either Rogue A or B, the Rogue's AC is 18.
Except you don't need Spellcraft to ready an action to interrupt a casting - In fact, you have to decide to ready your action before you even know if a casting is going to happen, so how did it help here?
As for being able to tell if a caster is lying about what spell they're going to cast, sure, I suppose. I've never seen an enemy caster just blurting out strategy, even in an attempt to mislead, but sure, I guess?
And as for identifying magic items, you can't just roll a Spellcraft check and know what a magic thing does; you have to cast Detect Magic/Identify/Etc. as well, which is something a non-caster can't do.
I get that any class can *have* spellcraft ranked up, but without magic to actually back it up (specifically Detect Magic, although other spells can and do also apply), what is the point?
If a Lore Warden puts ranks in Spellcraft, what good did that actually do the character? Yes, you can identify spells as they are being cast, but you can't counter those spells, and you can't do anything to those spells once they are in place. You just get to know it's there, which you probably already knew since you just watched the caster cast a spell on him/herself.
I've seen people post that ranks in Know: Arcana and Spellcraft on their non-casters has helped them in the past.
I recall in 3.X there was a splat book that included some feat options that made pairing different weapons actually somewhat attractive (I can't remember for the life of me which book though).
For instance, TWFing with an Axe/Knife combo. Or Longsword/Dirk. Etc.
Does *anything at all* exist like this in PF?
Starting a game and the GM has set some limitations:
So obviously I'm masterworking all the things, and picking up some basic stuff, but that leaves a lot of gold burning a hole in my Inquisitor's pouch and I'm looking for ideas on things to spend it on.
Any tips are appreciated. :D
Since Channel Smite is much more easily utilized by Clerics, aren't they going to be just as good against a single-target undead though?
I mean, I know Warpriests will be better in combat in general with the faster self-buffing and the higher number of combat feats, but that's all general combat stuff.
The problem is that the formula doesn't really work.
But there's nothing noted in the magic item crafting rules to allow for that drop in price.
Spellcasters have no feat taxes. Quicken Spell can be taken without a single prereq.
Well, there's no room for Cha, cuz: As a melee fighter I need Str/Con, as a med armor class I need a halfway decent Dex, and as an Inquisitor I need Wis for obv reasons. So that leaves me with nothing left for Int/Cha.
•Skill Focus and/or Intimidating Prowess obviously helps but it ticks one (or two) feat(s) off.
So that's what I'm looking at, at the moment. A total of 8 feats (if I only go with SF:Intimidate *or* Intimidating Prowess) which puts me at level 15 before I even finish building my "one-trick-pony" combat style.
Just kinda depressing seeing how it'll take an entire adventuring career to build, assuming the game even gets to level 15, which it most likely won't even come close to. :P
Getting more spells per level and a bit earlier is easily made up for for the SERIOUSLY superior casting style of the Arcanist.
That said, Staff-like Wand is amazeballs and it single-handedly convinced me to roll Wiz instead of Arc. ;)
Devils are about as inclined to be deceitful (at least regarding their core purpose of leading mortals into damnation) as fire elementals are inclined to be wet. They CANNOT be deceitful because they are MADE OF LAW, the same way a fire elemental is made of fire. Exactly the same way.
I gotta disagree with you wholeheartedly on this one.Lawful =/= Honest.
Lawful means they live by strict rules and will not go against them (being Lawful by nature instead of by choice makes this especially true for L outsiders like Devils).
So, for example, if the code that Devils live by is something like, "You must trick and deceive mortals so that they give their souls willingly and never forcefully take them," that means that trickery and illusion and what not are going to be 2nd nature to said Devils.
Darksol the Painbringer wrote:
This is a weird build for a Bard thread. ;)
Kitty In A Fishbowl wrote:
Answers in order! ;)
1- Replacing the headband with a lower level version does hurt some things obviously, but with such little gold to spend at your level (you're basically a level behind Wealth By Level recommendations), it's just a matter of prioritizing.
2- In place of a Mirror Image? No. Clerics have some great defensive spell options, but Mirror Image is one the best personal physical defense spell in the game (others being things like Greater Invisibility or Prismatic Sphere, basically Arcane spells that the Cleric likely won't have access to).
3- You're totally right on Shield. :) Learn Mage Armor and keep a wand of Shield.
4- Web is a fantastic spell at lower levels, but as you gain levels, you gain better options, like Create Pit and Black Tentacles.
5a- No, you can only learn spells that are on your list (Sorcerer/Wizard arcane spells for you, Cleric/Oracle spells for an Oracle, Bard spells for a Bard, etc.) with Pages.
Fireball is a must. Lightning bolt is harder to make work since it's a line effect and you'll have a hard time getting enough targets to make it worth the cast. Having both tends to be a waste, since they're both designed to do the same thing but Fireball does it better.
Damage spells are great for a caster, so don't let the haters get you down. ;)
Knowing good positioning is great, but sometimes there just isn't that option, which is where spells like Expedious Retreat or Fly or Dimension Door really come in handy (You're not wrong about a dispelled Fly - It's a really really good spell to take, but you shouldn't take it if you don't have Featherfall too!)
You could bring your Headband down from a +6 to a +4 and not notice a huge difference, then in a few levels when you have substantially more wealth, pick up the extra +2 again.
Pages of Spell Knowledge are incredibly worth the price, because your weakness as a Sorcerer is that you might not "know" the spell you need, and these pages go a long way in offsetting that weakness. It can get expensive fast though, so generally keep only a few and make sure the spells you get them for are really solid spells.
And finally, the Mnemonic Vestment lets you use your own spell slot to cast a spell from a written item, like a scroll. You don't have to create the item, you can buy it in town, or find it in your loot after an adventure.
Just out of curiosity, what Will saves *aren't* covered by your version of Bravery? (ie: why not just give full Will bonus and scrap Bravery?)
There has been a lot of general roleplay advice, as well as advice about not being afraid to roleplay an enjoyment of an activity you aren't any good at. The Fighter who likes to cook but isn't really very good at it, for example.
I should clarify that my concern was exactly the opposite: How to be a Fighter that is *actually good* at something other than just fighting.
That said, I think Background Skills basically cover this need perfectly. Thanks to those who pointed them out!
Fighters are notorious as being good at dealing damage and nothing else, and personally I've found that when playing a Fighter, once my build is finished, I no longer have anything to look forward to.
The cop-out answer is always "roleplay" but that doesn't take into consideration that your character sheet is there to tell you what your strengths and weaknesses are, and when all of your strengths rely on killing something, it leaves a pretty big hole in the potential for believable roleplay.
Maybe I really enjoy cooking?
Any tips/tricks/hints/experience to give?
Isn't it obvious why Resurrection magic doesn't work? Your body is occupied by whatever force (RAW seems to say Negative Energy) is animating your meat bag!Someone casts a Raise Dead. Your soul flies down to it's body... and can't get back in, because Neg Energy hung an ethereal sign around your neck that says, "Occupado."
Which is why you have to destroy undead before you can resurrect them: You gotta evict the current tenants first!
Furthermore, if the soul is being trapped inside it's own body... to fuel it's unlife... then why isn't it just alive again? Original body + original soul = Vampire? Huh?
Adding to this, Wizards who reach level 20 and take the Immortality Arcane Discovery don't get slapped with a "you must be Evil now" sticker.So... the "skirting life span" theory just doesn't hold any weight.
If your players are trying to lawyer their way out of a roll, don't forget you can just out-lawyer them:
"Well, the ghost was in the dungeon, and you found the item in it's possession. So if you wanna play with technicalities, you absolutely did 'find' the item in the dungeon, so roll your bluff."
And in less time since depending on the time of day it may take them as little as 8 hours to get their spells back instead of having to wait the full 24 hours for the headband bonus to count as permanent.
Getting your spell slots back for the day requires 8 hours of rest and a full day to pass.You don't get slots back every time you rest for 8 hours. (See the text of Ring of Sustenance if you don't believe.)
Staying relevant against higher encounters requires wealth. No class has the built-in tools to survive encounters designed to be a challenge after a certain threshold (especially at higher levels).
The Fighter needs only worry about equipping herself.
If animal companions/eidolons/etc are treated as "class features" (which, by all arguments, they are), then they obviously shouldn't be granting bonus wealth to their players - that would be unfair to everyone else, right?
Apparently my Google doesn't like me as much as yours likes you. :/Ty for link. :)
Falxu - No you still need Handle Animal, there's a FAQ.
Link? I don't see such a FAQ.
As far as I understand it, Int 3 isn't what lets an AC understand language - Int 3 is what allows the AC to place skill points anywhere you want, including Linguistics, which training then allows the AC to learn one language (of your choice) that it can then understand.
The feat itself says, "You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil)," however the accompanying table does not match what the Feat describes.
For example, an Almiraj is a Neutral creature, but the Table suggests you can be "Any" alignment.
However, whether "on each axis" means once on each, or just once period has been asked and gone unanswered (the question I found was 4+ years old with no FAQ reply.)
Additionally, this should hold true for all other Neutral options, but it doesn't. For example, the Paracletus Aeon is also Neutral, but it's alignment requirement is listed as "Neutral," not "All."
Furthermore, some creature descriptions suggest you must be a specific alignment to have that creature as a Familiar. For example, the Lyrakien Azata has the text: "A chaotic good 7th-level spellcaster can gain a lyrakien as a familiar if she has the Improved Familiar feat."
Many discrepancies, no FAQed answers I can find.
She has 9 listed Skills, so if Fly doesn't have any skill ranks in it, and all her other Skills are maxed for her HD and count as proficient (except Spellcraft), then it comes out to 24.
Forgot about Perfect Maneuverability providing a bonus!Also, would probably help if I copy down the numbers correctly, hey? lol
I know I've read this somewhere, but I don't remember if it applies to Tiny, and I can't find it regardless. So consider this question/concern nixed.
Still would love some help with Skills though. :D
The Fly and Perform skills are being particularly difficult.
+16 to Perform (+3 Skilled, +5 Cha, +3 Skill Points = 11... Where is that other +5 coming from??)
And when I reverse engineer all of the listed Skills, with the assumption that every skill listed is treated as proficient, I end up with 34 Skill Ranks used, when they should only have 24 Ranks available (6+Int per HD with 3HD and a 14 Int is 24).
Improved Familiar is proving to be quite a pain! :)
Here are the Azata's stats. (2nd one down, after Brijidine.)
So, some of my problems:
•Outsiders have, "Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.
It's essentially: "Take what you already get at a very slightly accelerated access, then heavily restrict everything else."
And while certain elemental forms can be great in specific situations, they're overall pretty lackluster compared to the variety of combat options you can get otherwise. (Spellcasters have no need for anything past a small Air elemental [save for water campaigns] so they hardly benefit at all, which is why I focus on "combat forms.")
And it's worth noting the sizes that elementals achieve when considering your companion. Small>Large is doable. Huge starts getting tricky. Gargantuan is all but impossible to adventure with. ;P