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I'd pay for a parasol as well and list it in your inventory, and just describe it as being a combined item. I don't foresee any situations where that would give you any kind of advantage.
And if someone complains, spend 20 gp on some alchemical glue, and just glue your sword cane to your parasol. Problem solved.
Especially with the level 1 rebuilding rules. You can play your Fighter the first game, your Rogue the next, your Wizard the next, then a Cleric from level 2 onward.
So my girlfriend recently got her first character up to level 2, and we're going to go through the leveling up process before our next game tomorrow night. Since she's new to the game, I want to come up with a list of feats for her to pick from that will be simple enough for a new player to understand and use.
Her build is an Elf Fighter, using an Elven Curved Blade with Weapon Finesse and Power Attack. She also has the Lore Warden archetype for extra Knowledge skills.
So far, I've identified these candidates:
Any other suggestions?
If you dig up the original threads from when the FAQs were issued, the developers said that just one SLA counts as "able to cast spells." In fact, SKR even used the example of a rogue with the Minor Magic talent qualifying for Arcane Strike.
1: Your gun has gotten you everything you have. Isn't that true? Hmm? Well, isn't it true?
2: Sure. Everything. After a while, you can call bartenders and Faro dealers by their first names. Maybe two hundred of 'em. Rented rooms you live in, five hundred. Meals eaten in hash-houses, a thousand. Home, none. Wife, none. Kids, none. Prospects, zero. Suppose I left anything out?
3: Yeah. Places you're tied down to, none. People with a hold on you, none. Men you step aside for, none.
4: Insults swallowed, none. Enemies, none.
3: No enemies?
1: Now that's the kind of arithmetic I like!
3: Yeah. I did too, at your age.
But for that, I have to trade in my arcane SLA. How can I get both?
Matthew Downie wrote:
In a situation like that, there's no reason to believe the terrorists would actually keep their promise to not nuke the city.
You know, if you used Warpriest instead of cleric and worked in two levels instead of one, you'd get solid weapon/armor proficiencies plus free Weapon Focus and Fervor for free Quickens on your divine favor.
That would be cool (although delayed access to GMW and Magic Vestment is sad), but how would I get my divine SLA to qualify? I suppose I could go Cleric 1/Wizard 1/Warpriest 2, but I'd be delayed another level.
What do you mean by "another move action"? Were you trying to use your standard action to move? Because you can't do any kind of movement while also taking a 5-foot-step. But you can combine it with other uses of the move action, such as a cackle.
I haven't seen the show, but from a purely mechanical perspective, the Shave power "move as a swift action" is way overpowered. Pretty much any martial would want 3 or 4 levels of this to move and full attack.
Also, the non-standard math in the Tempest Kick ability seems... weird. I'd go with a more regular DC of (10 + 1/2 HD + Dex).
OK, let's try to put some numbers together. Using the stats I gave, and assuming a Dex belt and Int headband (to be expanded to cover Wis later):
Feats: Weapon Finesse, Weapon Focus (dagger), Arcane Strike
10 min/level buffs:
divine favor in the first round of combat.
+1 agile dagger +12 (1d4+11/19-20)
Eh, that's not terrible, but not great either.
When we hit level 7, we get our 3rd level cleric spells, so we pick up magic vestment for the shield, boosting AC to 25. BAB also increases by 1. For the new feat, pick up Additional Traits for Divine Warrior and River Rat, boosting damage by 1 as well.
At level 8, we get 4th-level wizard spells, but there are no great buffs other than stoneskin. But now we have the caster level to get a +2 from greater magic weapon, so that's another +1 attack and damage. A stat boost brings Dex to 22, so that's another +1 to attack, damage, and AC
At level 9, we get 4th-level cleric spells. Now we can start casting greater magic weapon as a cleric spell, so Divine Warrior kicks in and gets us another +1 damage. For tough fights, we've got divine power to get that second full-BAB attack. Divine favor and barkskin scale up again, and we get a point of BAB. That brings us to +4, so for a level 9 feat, we can pick up Piranha Strike to keep the damage up. Magic vestment also scales up. That brings us to:
+2 agile dagger +15 (1d4+20/19-20)
At level 10, Arcane Strike scales up (based on the arcane SLA caster level). No new buffs at 5th level for Wizards, and nothing else scales up to new bonuses. But somewhere around here we'll upgrade the Dex belt to +4, for another set of +1's.
At level 11, I don't think anything scales up except BAB, and there are no knew buff spells available. Not sure what feat to take (Toughness?). Now we're up to:
+2 agile dagger +17 (1d4+22/19-20)
Of course, this is all assuming we spend only 1 round buffing at the beginning of combat. If anyone throws up a haste, that's just gravy.
Seems like an interesting, and not terrible, build. Any other suggestions or ideas?
But outside of hypothetical scenarios, there's no way to know that no third way exists. If the train scenario happened in the real life, even if there was no third way, I think most people would scramble about looking for a third way (such as screaming yourself hoarse, looking for a radio to tell the engineer to look out and sound the horn, etc.).
Melvin the Mediocre wrote:
Obviously this is going to be a Finesse build, with an agile weapon to keep damage relevant.
And I hadn't realized that defending bone lasted an hr/level. Nice! I should prep it on my existing cleric.
Man, I would think the natural choice would be cleric1/magus2/MT4+.
Magus is a possibility for the arcane half. It would allow him to wear light armor instead of relying on mage armor, which means magic vestment is more relevant, plus gets better weapons. The problem is that it doesn't have heroism on his spell list.
Another option is Bard. That gets heroism even earlier, plus light armor, but also loses out on things like false life.
So this thread got me thinking: if a pure-classed Wizard can't cut it as a martial character, could the combined power of arcane AND divine buffs bring him up to snuff?
Here's what I'm looking at so far:
-Cleric with Trickery domain (for the 2nd-level divine SLA) and Plant domain (for barkskin as a domain spell)
By 6th level, he's casting as a 5th-level wizard and 4th-level cleric (CL 6). So he's got mage armor, heroism, false life, and greater magic weapon going from wizard slots, plus barkskin from a cleric slot, and divine favor when combat starts.
Are there any other long-duration (10 minutes or 1 hour per level) buffs I'm missing? How else could we make this work?
If the Additional Resources page lists it as legal in the ARG (which it does), then it's legal as long as you have that book. And Additional Resources further states that racial items are ONLY restricted to that race if the specific item says so (such as solidsmoke pipeweed for Halflings). So the Celestial Shield is open for anyone.
Keep in mind that even with Greater Grapple, you only get one swift action, so no double sneak damage. I'd go with a garrote (in the Adventurer's Armory). Pump Stealth and UMD (for scrolls of silence), and jump out at people. With Greater Grapple, you can do sneak damage AND use the special choke option each turn. Could be a super-fun assassin NPC.
2 cracked pale green prism ioun stones. 1 for +1 to all attack rolls, another for saves. 4000 each.
Cracked dusty rose prism, for plus 1 to initiative. 500
Tourmaline sphere, treat Con as 2 higher to determine when you die. 1000
Cracked tourmaline sphere, plus 1 insight on saves against death effects. 800
Spellguard bracers, plus 2 to concentration checks to cast defensivley, and 3/day roll twice and take the better. 5000
Or just spend 20000 on a stone of good luck. Plus 2 (with Fate's Favored) on all saves, skills, and ability checks (including initiative).
Romance subplot musings:
From the trailer, it looked like they might have been setting up Black Widow as a romantic interest for Cap, but I'm glad they didn't go that way. He needs a more old-fashioned girl to help him feel more at home. I don't know anything about Sharon Carter's character from the comics, but it would be fun to see her doing her bad-ass secret agent stuff at work, then go into June Cleaver mode at home.
Are you starting at level 1? If not, I'd recommend dumping Strength, and saving your points to fight that Wisdom penalty. Otherwise, you'll probably want to keep Str at 10 or 12, but either way you probably want a Dex build. Around level 4 or 5, you should be able to get an agile amulet of mighty fists to add your Dex to damage instead of Str, which will let your damage really take off. Maybe something like:
I'd definitey also go with the Qinggong archetype from Ultimate Magic, so you can pick up barkskin and scorching ray as spell-like abilities.
Huh? 5 of the 6 variant heritages give 2nd-level arcane SLAs, including some with racial bonuses to Int or Wis.
But no, the 3rd-level daylight SLA doesn't count, according to this FAQ.
Not sure this has been mentioned yet, but when players roll during other players turn... by all appearances just casually twiddling their thumbs - until they make a good role, then they 'hold' it til their turn arrives and they announce their 19.
Yeah, I've seen that. And also the guy who rolls two d20s for all his attacks "In case I need to roll to confirm a crit." But of course, he always reports the higher result as his initial attack roll.
You cannot fly while paralyzed. The fly skill is dexterity based, which means that using it requires physical movement to use. I would rule that a character in that situation hovers in place, subject to winds, etc.
But even hovering requires a Fly check. I'd rule that a paralyzed person automatically fails all Fly checks, however nowhere in the Fly skill does it specify what happens when you fail a Fly check (unless you're using wings).
Well, Zola did say he was stalling on purpose, and his evil plan was probably the only thing that Cap and Natasha would have been willing to sit and listen to at that point.
Although, for future reference, if you're stalling someone, you shouldn't tell them you're stalling, especially when they still have juuuust enough time to get to safety.
As blahpers pointed out, not all SLAs are based on spells, so there needs to be a default action for those when you can't look up the casting time of the spell.
I believe that only applies to outsiders with alignment subtypes.
Delbert Collins II wrote:
Darn. Oh well, it still might be worth driving to Asheville first. I'll have to think on it.
Yeah,you start only being able to speak Celestial (or whatever) while fighting, but hand gestures still work, and you can understand people fine.
Actually, you only understand your curse language also. And you might run into table variation on hand signals, as some might consider that sign language.
But something like Celestial is not uncommon among PCs, so you might have a couple of teammates you can still communicate with.