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Armor Class wrote:
Enhancement Bonuses: Enhancement bonuses apply to your armor to increase the armor bonus it provides.
The enhancement bonus is only increasing the armor bonus of the Silken Ceremonial Armor, making it +2 instead of +1. The Mage Armor overlaps with the Silken Ceremonial Armor, so you take the better, which is the +4.
So, in the first scenario it is +4 armor +4 shield +2 Dex total AC 20.
Similarly, the enhancement bonus to natural armor from Barkskin adds to your existing natural armor bonus (even if that's +0), and natural armor bonus stacks with regular armor bonus.
So in the second case, it would be +2 armor (including the +1 enhancement bonus) +2 natural armor (including the +2 enhancement bonus) and +2 Dex for a total of AC 16.
My GM is allowing me to use Fast Learner take two racial FCBs (half-elf life oracle taking elf FCB for Channeling and human for extra spells.) But yeah, I think unless you read it generously RAW goes against that.
The feat is just awful otherwise - it's a strictly worse version of Toughness, unless you want the Improvisation feats (which really aren't that great.)
I've seen it used effectively. Could make a half Orc one but not sure how to build exactly.
Well if you choose a deity whose favored weapon is whip (like Calistria) you get free whip proficiency. Then you can build something like this:
1: Power Attack (or other feat of choice)
With 20 Str (including belt and 4th level increase) and Weapon of Awe and Divine Favor (cast as a swift actions with Fervor), you're attacking everyone within 15 feet for 1d8 + 5 (Str) + 6 (Power Attack) + 2 (magic weapon) + 2 (Weapon of Awe) + 2 (Divine Favor) = 1d8 + 17 = 21.5
If you can enlarged and also cast Bull's Strength, you're hitting everyone in 30 feet for 26 damage.
And at 7 you threaten at reach for great battlefield control.
Another thing to consider: using tactics like this might just not be in character for many characters.
Maybe the character is a "tough guy" who would never be seen retreating from melee.
Maybe the character is very stupid, and this type of tactic is just over his head.
Maybe it's a raging barbarian, who understands what you're saying when you explain it, but in the heat of battle his instincts take over.
I would suggest being flexible - bring multiple characters, and feel out whether or not the rest of the party is willing to stick to Ben's battle plan. Because even if it's the best idea tactically, it might involve breaking character in some circumstances. If they aren't willing to follow Ben's plan, just play a different character for that session.
I'd like to see this guide: for one, it's not even clear which familiars can or can't use wands!
I tried to make a list of wand-capable familiars - let me know if I missed any or added any I shouldn't have.
Cassisian, Tripurasura, Lyrakien, Brownie, Coral Capuchin, Quasit, Imp, Faerie Dragon, Tidepool Dragon, Shadow Drake, Nuglub, Homunculus, Impundulu, Arbiter, Shikigami, Mephit, Pseudodragon, Sprite, and Zoog.
If the TWF uses accustomed tactics it denies AoOs to any reach fighters about, such as Ben.
I don't see how the "5-foot step away after full attacking" tactic denies Ben his AoO, assuming he is threatening? The enemy is hindered by the difficult terrain, so they can't 5-foot step. If the enemy wants to attack, they have to take a move action, provoking from Ben. Correct?
Barbarians get a number of rounds of rage per day. When the ability says "The total number of rounds of rage per day is renewed after resting for 8 hours" it is just telling you when and how those daily uses are refreshed. But just as a barbarian can't normally sleep 8 hours, use up his rage in 4 hours, sleep another 8 hours, and use his rage again, the Ring of Sustenance does nothing to increase his daily use of rage, which is still limited per day.
Paladins do not even need to sleep 8 hours. Their Smite Evil apparently requires them to rest, but it need not be for any long length of time. Their abilities are likewise restricted by day, not by rest period.
so what if you are a cavalier with spirit charge using a lance and charge... do i only take d6 on myself, or 3d6? do i deal only 2d6 to the enemy or 6d6?
You deal 2d6 to the enemy and 1d6 to yourself.
Multiplying Damage wrote:
You could use a fifth-level spell slot to cast that plane shift as the description says "the same spell level or lower than the expended spell slot."
Thank you... I don't know what happened to my reading comprehension. That is how I originally thought it worked, then I misread it to think you needed a higher level spell slot, and freaked out a little thinking I had cheated in my last session. But now, all is good, and the Mnemonic Vestment is just as amazing as I originally thought.
Just one last comment on Blessing of the Faithful:
Isn't it a little weird that now, any time an Ecclesitheurge is part of the party, the standard protocol on Knowledge checks will go something like this:
One item I've had some good experience with is the Whip Feather Token. It's single-use, but wizards hate being grappled, and being able to basically grapple as a free action is fantastic.
Also, you are planning on taking Step Up, correct? Especially with your ability to penalize their concentration checks, it's really a must-have for the build.
1) It sounds like you had a very specific solution in mind, with the bridge. Rule 1 of GMing is "the players are NOT going to do the thing you expect them to do", so if you forget Rule 1 then you are going to get frustrated.
2) If you're not having fun, maybe Pathfinder is not the right game to play.
Tactics are important. Readied actions are key for mage-killers, as "I ready to attack when he casts a spell" is the most effective tactic vs. wizards. Archers are great for this. For your character, the Step Up feat is indispensable.
There will be a trade-off in damage, because there's no good way to full-attack and also disrupt casting. But that's ok - killing them slowly is OK, but letting them cast a spell is NOT OK.
Answer: most of them.
Things like flanking or Inspire Courage apply to all attack rolls, including combat maneuvers.
Things like Magic Fang will apply because trip, sunder, and disarm benefit from bonuses on the weapon that you are making them with.
But say, for example, you wolf was under the effect of an Invisibility spell. The bite would get a +2 for invisibility and be vs. flat-footed, but that attack would break its invisibility, so the trip would relatively be at a -2 and be against regular CMD.
Did that answer the question?
Anticipate Peril will eventually be a great use of a 1st-level spell slot, but at this level, it's a tiny bonus and you don't have the slots to spare. But, it will stack with Heightened Awareness.
Cracked Dusty Rose Prism Ioun Stone is another +1 for 500 gp.
sidenote: if you go Teleportation subschool, make sure you understand how it works. Once you Shift, your turn is over. And until your next turn, you can't even take immediate actions. It's useful, but make sure you use it after your standard and move actions.
Abraham spalding wrote:
Well, for one thing, it's gonna be a whole lot easier to dodge an arrow shot from 120 feet rather than 30 feet, or at least to turn so it hits your shoulder instead of your neck.
Two, if you have absolutely no idea anyone is about to shoot you, you are just really defenseless. If they are just invisible, you won't know where or when the arrow is coming, but at least you know that there is one coming, so you know you have to be on your toes, or at least not standing very still. That's why the sniper can score some extra damage when the target just has no idea, because they're not doing even the slightest bit of defensive maneuvering.
Not everything gives the same Power Attack multiplier as Str multiplier: see, Dragon Style and Dragon Ferocity.
Anyway, this is not really a rules question. It is either an errata request (one that you yourself admit is unbalanced, because it is,) or it is a house rule, in which case it belongs on the house rules forum.
I suggest we just let this thread sink... OP already knows RAW does not support his interpretation.
Feral Focus (Su) wrote:
He has nowhere to look to. He knows absolutely nothing about where I am. He still takes full sneak attack damage from me, but this level damage suddenly goes away?
He has a freakin' arrow protruding from his chest that literally points directly at you. I'm pretty sure he has some idea where you are.
Although if you do go super-channeler, your Cure spells might do so much less than your channels that you'll hardly end up using them in combat. Unless you take Combat Healer and are casting them as swift actions.
Also, if you invest in ANY kind of metamagic rod, make sure you invest in a spring-loaded wrist sheath, unless you plan on just holding it all of the time. Because since metamagic rods take a full-round action for you to use, by the time you've used a move action to draw the rod you can't even use the spell you wanted to cast.
I guess that's one way to think of it, but I guess I'm just concerned about bogging down gameplay a little. Because now Guidance + Blessing of the Faithful becomes that 12-second buff that you should really do before pretty much every out-of-combat skill check. And it applies to a lot of things that you can't Aid Another on.
"Wait! Don't make that jump. Let me cast Guidance and use Blessing of the Faithful."
"Wait! Don't disarm that trap. Let me cast Guidance and use Blessing of the Faithful."
"Wait! Don't try and remember anything about history. Let me cast Guidance and use Blessing of the Faithful."
"Wait! Don't use that scroll. Let me cast Guidance and use Blessing of the Faithful."
Or alternatively, the receiver having to ask before every skill check "Do you mind using Guidance and Blessing of the Faithful on me?" which similarly just slows things down, I feel.
Maybe I'm being silly. A buff is a buff, it just seems like this will get really repetitive if you want to really use it.
Yes, we obviously need to give conjuration wizards more awesome abilities since they are so underpowered as it is.
Shift does not work with Dimensional Agility by RAW, and it shouldn't because it's just way way overpowered. It would basically mean wizards are now impossible to grapple and impossible to full attack.
Well I'm thinkin' of utility now, but could I use Channel Force to pull an ally near me and out of danger?
Not unless they're a dhampir or something - Channel Force says "When you channel energy to deal damage" and you can't channel positive to deal damage to living creatures.
Also, could someone clarify what the Mnemonic Vestment does?
You more-or-less treat every (divine) scroll you carry as if it were a spell you knew, that took a spell slot one level higher. But, once you use the vestment for the day you can't use this ability again for the rest of the day.
Say you don't know the 5th-level spell Plane Shift, but you have a (divine) scroll of it. The Mnemonic Vestment allows you to still cast it as if you knew it, as long as you use a 6th-level slot or higher. Treat it exactly like you knew the spell and were casting it normally - the DC is 10 + 5 (spell level) + Cha, the CL is your own CL, and if you have any feats like Spell Penetration, they would apply. But now you have to wait for tomorrow to use the vestment again.
Just have them pay the normal price (15 x spell level^2) for any spells in addition to the ones they gain through level advancement. Unless any spells are especially rare or guarded in your setting, in which case they may need a backstory reason to access them, at your discretion, but it's probably better for everyone just to do it the easy way.
You know, I've heard this one, and I appreciate the humor, but it's really not. Limited Wish allows you to "Produce any other effect whose power level is in line with the above effects." Wish goes further, saying "You may try to use a wish to produce greater effects than these, but doing so is dangerous."
While Prestidigitation does many things, it does not give any discretion for doing anything that is not stated in the spell. It can:
But it cannot do anything else.
Finally, prestidigitation lacks the power to duplicate any other spell effects.
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
I was on board for lighting fires, because 3.5 prestidigitation explicitly allowed you to produce basically a lighter flame.
Ah! I was wondering where that came from, because many people think it's allowed when that's an ability that's explicitly prohibited (it would be replicating the Spark spell.)