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A dispelling bow would be useful against Fickle Winds or even Mirror Image. Eventually you can shoot from melee range without giving an AoO, so that might be a solution to natural wind.
Improved Precise Shot bypasses displacement, unless I'm missing something.
Consider getting durable arrows, plus special types (blunt, adamantium).
In my opinion:
Fighter Archer - highest "always on" damage.
Zen Archer - high damage when ki is used. Good Reflex and Will saves. You really don't want an archer getting dominated.
Ranger - high to hit/damage vs Favored Enemy / Instant Enemy. Some spell casting. Far more skill points than Fighter or Monk.
I just finished a ROTRL campaign, using your option #2. If your GM allows it, tattooed cross-blooded solves the -1 CL, though your spell progression will still be one level slower. The extra efficiency of the spells more than makes up for it.
I suggest metamagic and spell penetration feats.
Piranha Strike replaces Power Attack. I recall seeing a 3rd part feat (Improved Weapon Finesse?) that would allow Dex for damage bonus.
Zach W. wrote:
Improved Feint requires Combat Expertise, which in turn requires Int 13+.
Intent is important in determining effects on alignment. Using a knockout drug with a patient's consent so they can be operated on painlessly is different than drugging innocents so you can rob and murder them. Poison in a scorpion stinger is expected, poison on a hidden dagger is sneaky and underhanded.
I think the ruling on poison needs to be refined to include the context for when it is used.
One example of use of disease as evil: loosing plague infested rats into a city. The intent is cause harm to random people.
Are you Jace? :-)
Broken Zenith wrote:
Since we are limiting the class comparison to just fighters, lets also limit the enemy type to just Iron Golems.
How valuable is Sneak Attack then? Who is more likely to get past the DR, a Rogue with a light weapon or a Fighter with a Greatsword?
Clan of the Cave Bear was another.
With 2 wizards and a sorcerer in your group, coordinated blasting becomes powerful. 2 or 3 fireballs in the first round of combat can drop more foes than having 2 hasted martials.
Lesser selective metamagic rods are cheap, for when you need to blast with your allies in the area.
If there were more martials and fewer spellcasters in your group, Haste would be ideal. But that isn't the case.
My view of playing a paladin: Detect Evil is not something I would use willy-nilly on anyone I met. There would have to be a reason. I would use it on my companions when first joining, since as a paladin I wouldn't want to associate with evil. I would use it on any employer, since as a paladin I wouldn't want to work for evil people.
If while clearing out a fortress of an evil person and I encountered prisoners, I would assume they are unlawfully imprisoned and want to free them. If I used Detect Evil, it would determine which prisoners I could trust if they wanted to arm themselves once freed.
Detecting as evil is not evidence of a crime, so as a paladin I would not use that as a basis for rendering judgement. However, if there is evidence of evil acts my paladin would not hesitate to render justice at the end of a sword. I see a paladin as having the authority to administer justice (including execution) if there is clear evidence of a crime.
A longsword crits on a 19 or 20 for x2 damage, so 10 percent of the time you get 1xdamage extra. A battleaxe crits on a 20 for x3 damage, so 5 percent of the time you get 2xdamage extra.
Theoretically these are the same, but scoring crits more often is better for a couple reasons - crit effects, and less wasted damage on low HP targets.
Though it requires exotic weapon proficiency, a falcata (crit 19-20,x3) is strictly better than a longsword.
Anyone basing their chracter progression on critical feats will want a weapon that crits on 18-20, then take Improved Critical or use a keen weapon.
When paired with someone with Butterfly's Sting, you may look for a weapon with a high crit multiplier rather than large crit range.
Titan Mauler / Knife Master. "Now THATS a knife".
What domains or subdomains are considered powerful will vary based on personal perception and the specifics of the campaign setting.
The one cleric I've played went with Travel and Luck domains. I consider those domains powerful for the options they give. However, the campaign I played in didn't have frequent player character deaths.
I understand your frustration at incrementally finding out the rules. Though I don't agree with the tone of ciretose's posts, the message of talking with your GM on your character concept before the game is a good one.
If you have the healer role but are starting at 8th level, have you considered the option of playing a paladin with the hospitaler archetype? If this interests you, run it by the GM and come to agreement on the specifics of following the paladin's code of conduct. Paladins have good survival value. Hospitaler paladins with some feats (Extra Lay on Hands, Extra Channeling) have a lot of healing power while remaining effective in combat.
Stefan Hill wrote:
Reliable remark to make a soldier angry: "Did your MOMMY make that armor for you?"
"An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own."
It seems to me that spectres hiding in walls beyond detect range is not legal, as they must remain adjacent to the object (wall) exterior. It also seems they could not pass through a wall if the wall is too thick.
Lumiere Dawnbringer wrote:
One possible build:Str 16+2
Traits Indomitable Faith (Will+1)