Cleric of Erastil - favored weapon Longbow.
If you are eventually getting to the upper tiers of power something I have been looking forward to is the Staff-like Wand 'feat'. You can lay down a lot of effect for low cost.
Wand of Dispel Magic
There are a host of level 1-4 spells where caster-level, Save DC, or both matter. Obviously, only worth it for high use spells.
Making your primary attack mode a raged attack with a 10' limit seems like a recipe for disaster. My advise is to abandon the dart idea. There are plenty of situations where you will fight someone/something with 10' of reach.
I'll leave it to someone more familiar with PFS and Meteor Hammer to comment on the hammer.
That wold be good too.
To summarize: A pure sorcerer would be better.
For fireball damage sorcerer wins.Cleric has the advantage of medium BAB/HP, good fort save, and cast in armor. That is worth a lot!
Nope. As I said, personal interpretation.
Personal interpretation is that part of the premium cost of the amulet is that it lumps all those attacks together. Also, so much more convenient. Also, a single item giving the bonus (unlike 2 dual-wielded weapons).
my 2 cp.
I don't understand what you are asking here.
Let's say right hand is primary and is wielding a longsword. left hand is off-hand/non-dominant and is wielding a short sword. If you attack with both right and left hands you lose the buckler AC bonus regardless of which arm it is on.
Please explain what I am missing here since I have seen BBT on the boards enough to know you aren't a newbie.
Feat to consider given the number of touch spells is Reach spell. +1 level takes touch to close. I doubt you would have much need to extend much beyond close range.
Selecting a new smite target doesn't cancel the old one. only death of the target or when the paladin rests (death would probably do it too).
Wizard makes the easier build because of the bonus feats.
Don't discount cleric. One of the mods available is Construct Armor which I think is really cool. Unfortunately it isn't clear to me what you get and what you don't with it. If you wanted to do that you would need to go the cleric route to be able to cast in armor.
A Dwarven Cleric of Toreg (sp?) with craft construct would be very believable. I think there are a couple of ways to make channel energy work on constructs (one feat and 1 item).
I want to echo something said above. There is more to constructs than golems. I remember gridning through some math and found that Terracotta Warriors were very cost effective. Unsurprisingly you pay a premium for infinite spell resistance.
You can pile on by taking SF-Conjuration at level 1 and Augment Summons at level 9 to bring a lot of bodies to each conflict.
If you go the wizard route, don't go universal. What do you get out of that? You are going to want the extra spells.
I am surprised that Vorpal was left in Pathfinder. Most of the instant kill effects were replaced with massive damage.
Speaking as a player I think it takes more away from the game than it adds. You finally confront the BBEG and his head pops off on the second hit. Sure you won, and that is cool, but anti-climatic. I'm sure it messes with the DM's plans too. I picked one up last campaign (hadn't had one in 15 years of D&D) mostly because if the monsters (balor or pit fiend comes with a vorpal weapon) have it we can too and had the gold to buy it.
I don't think it should be discounted. +5 cost is fine and only on a confirmed natural 20.
The worst thing you could do is make it work over a wider range (not just natural 20) then monster HP won't matter. HP are replaced by the probability field of the vorpal proc.
@Torger - Great observation. Sword and Board is the best application for a vorpal weapon.
"A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it."
this is in the header section - not specific to any sub-school.
Underwater? I would rule no change.
Doomed Hero wrote:
Being Ethereal would probably work too.
Reiterating ethereal. Has the advantage of being a core game mechanic. Not all GM's allow the material from the peripheral sources.
Editorial: the feat doesn't strike me as 'fair'. Kind of like the meta-magic that allows mind-affecting to work on creatures immune to mind-affecting spells (also one that works on negative energy).
Marc Radle wrote:
Ignore the flavor text and focus on the benefit.
As an aside the flavor text is deceptively true. If you Move (A), attack (B), and move (C) then the creature is making an attack(B) before it moves (C) and after it moves (A).
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.