You are in the advise section, not rules, so I will post my opinion: you don't get the bonus per die damage. My basis is that it only applies to the spell damage, not to the precision damage.
I can see the basis for adding the extra damage dice to the sneak attack, but I don't think that was the intent.
The question is posted in the rules section. I think the relevant rules have been stated above. The rules don't explicitly cover it, so bit of a grey area. Ask your GM.
Personal opinion - go for it. Once you surmount the hurdle of threatening adjacent while using a reach weapon you have all the ingredients to utilize cleave.
Weapons (improvised or otherwise) need to be wielded - so that you are threatening - to make AOO. The Bow is being wielded, not the arrow. Wielding an arrow is not the same as drawing it as part if firing it. QuickDraw might make that distinction moot.
Shield Mage (Magus Archetype)
This isn't balanced. 1 & 2 from both lists are a fair trade. Getting the other two 'for free' is unbalancing.
BBT - I too think it is cool. But, I think it is very ineffective. I get that as a touch attack your hit percentage is going to be very high. I assume you have the appropriate traits and feats to avoid energy resistance. What are you doing to boost damage? 1d8+ cl/2 is great for a typical full caster, but not for combat character.
Something to think about is grabbing a shield for one of those arms. Can get a lot of AC for little investment. That leaves 3 hands to wield weapons. Theoretically, you could hold a bow in 1 hand while wielding the longspear in 2 hands. Then, free action to unwield the longspear - i.e. hold it with one hand so wield the bow with 2 hands.
Basically gives you shield bonus to AC all the time while retaining the ability to use either 2-handed weapon for any given attack.
How are you getting proficient with both? Feats? Evolution? Other?
Monk unarmed strike damage is independent of natural attack damage. (size changed to modify damage). So if your monk level says you are doing 1d8 damage (level 4 through 7) then you are correct.
"When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form."
...so your gloves should still work.
Depends on how one runs The Deck. My GM removes the drawn card circulation once it has been drawn so in the campaign I play the power's utility would diminsh as you increase the percentage of 'bad' cards.
The respawn mechanic changed from game to game: sometimes the deck was new for each user (but remembered where each individual left off), sometimes it would reform only after all cards were drawn.
I understand this was just an intellectual exercise for you. Just sharing how it is handled by my DM.
Stick with Fighter until level 8 for gr. weapon focus. Then...
...go ahead and multiclass.
Construct armor sounds cool, but the rules are incomplete.
Or is it 'just' a HP sponge.
When I saw Broken Zenith's spreadsheet I thought of dissecting so you could mode the class ratings based on a particular build. God bless you and BZ for tackling this.
Both are built for a 4 person team. Would it be possible to mod for different party sizes? I run with 5 players. Could also help a 4 player party when someone picks up leadership.
Could make a case for $91K. At the quoted CL of 13 and a duration of 2 hours per level you are effectively 26 hours -> If the spell has a "24-hour duration or greater, divide the cost in half"
How do the players use this? It isn't portable after creation, right? So it is a home base, not a portable base?
Non-proficient tower shield use doesn't decrease CMD. On the contrary, the standard action to use it as cover would actually increase his CMD. His CMB is severely compromised...until he drops the towershield.
We have run the gamut
...following all the guidelines for XP awards, which was a pain (hey GM - did you remember to such-and-such encounter). Actually found we leveled too fast.
...to the other end of the spectrum - plot based. That can get too slow.
I advocate a schedule based leveling system. We play once a week for about 5 hours per session. Once a month feels like good rate (with some flex - to accelerate based on plot).
We usually play from level 1 - 20ish.
I am not going to go into the full builds, but my party is a hyper-optimized rogue, mounted-combat oriented antipaladin, sorcerer, and undead lord cleric. The fighter only bonuses to hit & Damage are huge discriminators: 6/6 weapon training (4+2-gloves), 1/0 gr. weapon focus, 0/4 greater weapon specialization. Totals +7TH & +10 damage.
TWF and power-attack negate the bonus to hit but make the bonus to damage +20 per hit and a second hit. Assuming 30 damage per hit base with PA fighter is 100 damage over 2 hits compared to the Antipaladin's 1 hit for low 30's. And is still 5 better TH than the rogue.
High level fighter's tend to be sticky - once they get next to you they are had to shake due to feats like the step-up chain, and pin down.
Prerequisite: Dex 15, Point-Blank Shot, Rapid Shot, Snap Shot, Weapon Focus, base attack bonus +9.
If this is a thrown weapon character it is going to have most, if not all of these. Snap Shot hurts when you are dealing with a thrown weapon that is also a melee weapon (such as a dagger or throwing axe) since they already threaten (in melee) the 5' that snap shot gives you.
If this is a melee character who has thrown weapons as their ranged option, then yes - feat cost is heavy.
I'm with you. I have a similar character. I feel like I ruin combat for the other melee characters (rogue and anti-paladin). My +TH, AC, and Damage are so high that for it to be a challenge to me they can't hit it. Of course when the Paladin smites he is relevant, but since we are evil we don't just fight good - we fight everyone.
While I excel in combat, I don't have a lot to do outside of combat. Consider that the balance.
Fast healing will negate the bleed damage. Staggered isn't a significant debuff against a caster.
I imagine you are doing almost 30 points of damage per hit (before power attack). Even barring critical hits not much can stand up to a full round of attacks.
Well said. I'm sold.
I am in an evil undead campaign right now.
We are DANGEROUS.
Vampire Rogue is nasty. At your level you can easily have skill mastery so can make certain skill checks EVERY TIME. Get anywhere with spider climb (vampire ability), bypass any trap, unlock any door, and does it all unseen with stealth. Once you are where you need to be Dominate Person (Vampire ability). Open the gate, let me in, where is the..., show me the..., etc.
good luck with the campaign and enjoy.
I'm playing the fighter and am deadly, but frustrated at the lack of skills.
The turn-based movement does cause problems. A compromise suggestion that helps simplify things is to have everyone delay to the same initiative count and go together. Enemy readied action still complicate things, but you can kinda move the group together.
Whilst changed, am I still proficient with it?
Whilst changed, can I still use it for somatic components?
Whilst changed, can I still use it to deliver touch attacks?
I have a 13th level 2-weapon dagger Fighter (vanilla). It takes a lot of feats to get there, but wow! Dangerous! Doesn't miss with primary attacks. Pin Down is a great feat once you hit 12th level. You aren't missing with your Opportunity attacks. The static damage adds up.
Unlike with other words, a wordcaster can only use meta words a number of times per day equal to half his caster level in his wordcasting class (minimum 1).
To buff the party (boosted select) raises the spell by 3 levels. And requires a Meta-Word use?! Haste becomes level 5. Seems weak.