Lawful Evil Half-elf oracle of lore.
Charisma to AC and CMD though mystery.
Take Eldritch Heritage.
Cast any Clerical/Sorceror/wizard spell in thje game depending on what the situation calls for.
I also recommend the magical Lineage for Blasphemy as a trait.
You get a save vs fireball even if you are asleep, or unconcious, or hogtied (though you dexterity would be considered 0). So yes Realistically the dazed person should automatically fall in the pit and the hogited person who can't move should fall too... but they still get a save.
I still find it funny that while the Incantrix and Abjurant Champion existed, when clerics used multiple nightsticks to make their buffs persistant.... people said Book of 9 swords was what was overpowered about 3.5.
Not to toot my own horn... But I told you so :)
What we always do is everytime it is upgraded.. recalcualte what is the msot expensive part and figure the price.
For example a +1 Amulet of Natural armor costs 2000.
Upgrading it to a +1 Amulet of Natural armor, that also works as an Amulet of proof agaisnt detection and location (35000) means the cost would be 38000 = (35000 + 2000 x 1.5).
Upgrading it again to change the +1 nat armor to +5 would mean it would have a new value of 102500 =(50000 + 1.5 x 35000)
So to upgrade the last step would take (102500 - 38000) or 64500. Half that if doing the enchanting oneself.
believe it or not, being latter in the initiative order is a healers best friend. It allows you to react to party damage better,
I disagree with this completely. Clerics want to go first. This lets them get a Buff in such as Bless or Prayer and then on their next turn heal if they choose too. Going first is like going last and getting an extra round for buffing.
You get your readied action.
He does not provoke for making a 5' step so no attack of opportunity. If for some reason he was not able to make a 5'step then you would get an attack of opportunity (difficult terrain is one such reason) as well as yoru readied action.
You have a readied attack action so it is a single attack. You can ready a standard action but not a full action.
If you chose to delay your turn rather then ready an action you could get a full attack but it would be after Bob's attack not before it.
The paladin executes the mother with a single stroke of his sword in an effort to be humane while following the law.
The paladin then does what he can to provide for the children so that they will grow up to be law abiding good citizens. Possibly even tutoring them or sponsoring them in some way to guide them down the path of righteousness. After all the mother paid a price with her life for those children and he is going to see that her investment in them pays dividends.
If a creature is capable of flight but no flying, it should be trippable. I would add the caveat that a creature that has PERFECT MANUEVERABILITY could avoid that.
Find out what the enviornment will be for the arena.
20th level ranger who has whatever is applicable in arena for hsi favored terrain. Maximize stealth and find a method of getting Mindblank.
Wait for everone to kill everyone else and then kill the only guy left. Expect at least one ninja/rogue to have done the same thing.
In 3.5 threatened area was a funciton of the WIELDER size not the Weapon Size.
So if you were using a reach weapon and had powerful build, you still only threatened in the area that you would threaten for that weapon. Now usually with a Long spear you threatened 2 when using it with 2 hands, but did NOT threaten the adjacent areas. With Powerful build you could use it with one hand but it would still threaten only the same reach 2 (not the reach 3,4 that a large person could threaten using a long spear sized for them). If you used a LARGE long spear 2 handed you would STILL only have a reach of 2.
From races of stone the description of powerful build.
4x was a number of reasons.
You are limiting it but getting the information in 1 move action vs 3 standard actions.... Quicken on detect evil (which would not do this) would cost a lot more.
So I thought it shoud be more then just a doubling. Now I know that with enchanting you can enchant an item at lower level then you... but Paladins get spell casting at fourth level so I thought a x4 also fit in what would be an appropriate cost. So that is where I got the Fudge factor I thought balanced the price most appropriately.
Finally the value of such an ability is going to vary from game to game... why I thought the DM should be the final arbitrator.
I have no idea what you guys mean by "boot strapping." Could you please provide a clear example of the original rulings being abused?
Boot strapping would be using what yo got s a prestige class to qualify for retraining.
Start with a level 3 wizard/Level 3 cleric add one level of MT. You now have foirth level casting of wizard and cleric.
Retrain one wizard level to MT and even not counting that level you still qualified for MT and you are now wizard 2/cleric 3/MT 2. Repeat with cleric level and become wizard 2/cleric 2/ MT 3. Repeat til Wizard 1/Cleric 1/MT 5.
My interpretation is that if you have LOS to a paladin, you get a roll to tell if he is Detecting for evil. If he is behind a curtain, you do not because you can not see him even if you are in the area effect of his detect evil.
Hope they add an archetype that replaces the Archon with a Solar... that would be cool :)
I'd even be willing to wait til level 3 for a 100 bab to balance it.
Umbriere Moonwhisper wrote:
a monk using deflect arrows to deflect a ballista bolt, a giant's thrown boulder, a magic missile spell from awizard, or a scorching ray spell from a powerful sorcerer, is no sillier, than a cleric walking on air, crouching tiger/hidden dragon style for a minimum of an hour per casting
Just a note, I see giants throwing BIG ROCKS not boulders. Figure 20 to 25 lbs about the size of your head.
Boulders are MUCH bigger.
So I would let a monk deflect a rock thown by a giant but not a Boulder hurled by a trebuchet.
Why not use a rogue for a trip build? When they are prone they can receive your sneak damage and with greater trip that should be the second you trip them and take your attack of opportunity. Also you can use sickles for additional trip bonus.
Prone does not remove dex so no sneak attack.
I would suggest taking Loremaster at level 9.
This does two things for you.
1) It gives you all knowledge skills as clas skills which depending on hoe you are building your sage can be nice.
2) It delays your 3 bonus spells from your New Arcana by 1 level letting you pick higher level spells. You get your level 9 Arcana at 10th level casting etc etc etc. So instead of picking up a 4th a 6th adn an 8th level spell known, you pick up a 5th a 7th and a 9th level spell known.
Douglas Muir 406 wrote:
Except you can scribe a scroll at lower level then your level anyways. So a 10th level caster could scribe a fireball at 5th level. Why do you need a cohort?
For awesome blow it says you make a Awesome blow manuever check. So is it it's own ability? or does it get modfiers for Improved Bull Rush (the feat prereq). If it is it's own ability would that mean that things that protect against bull rush (such as a dwarfs stability would not apply?
OK, you need to ask yourself if Caster level can go above 20. If it CAN then 20 cleric /20 wizard/10 MT is feasible. If CL is retircted to 20 then no reason to go that route.
Now there are 3 reasons why Oracle/Sorcereror/MT is not as good as cl/wiz/MT.
1) In general play you get your spells later this is bad (at level 50 no difference)
Depending on point buy however the extra goodies you get as a sorceror/oracle might make up for the versatility. Arcane Apothesis and +Cha to saves as 2 useful capstones.
HOWEVER if your caster level can go above 20, you might be better served from a RAW power standpoint of going 20 Wizard/10 arcane prestige class/10 arcane prestige class/10 arcane prestige class/10 arcane prestige class. THis way while you have less spells you have a caster level of 50.
IF caster level can not go above 20.... Emphemeral Sorceror 20/Druid 20/Monk 10 might prove interesting.
I would give the value of a MW item (+ or - 20 percent).
Now you could say they are MW and appear to be made of X substance making them more valuable and thus justify a slightly higher price.... But I would not give him the magical value.
Sting would appraise as a MW mithril dagger, not a +5 Mithril dagger :)
Yes by third level when you get craft wondrous it is easy to make a set of all 6 manuals.....
The only problem is you need (131250 x 6)= 787500 to make them.... Which will save you (137500 x 6 - 787500) = 37500 gold over the cost of buyng them from a Magic mart.
How to go about the easy task of getting the intial 787500 at third level is best left up to the character as a thought experiment.
PRIOR to SKR's ruling (which I disagree with but it is now the rule and he usually knows whats better for he game then me) BigNorse would have been correct.
Hide in plain sight would obliviate the need for a bluff check, but you would still need to find cover. Prior to the ruling the combination of Camoflauge AND Hide in Plain Sight was needed to hide in the open when observed.
With SKR's ruling HiPS is all that is needed.
However I would still like to know what if any action or restrictiosn on movement there are.
Can you do it when tied up and being questioned?
Can you do it when paralyzed and monologued by the BBEG?
BBEG "Hey where did he go? I swear I did not look away from him... there is not even facing in this game how COULD I look away?????"
Yes, it is better (signifigantly better is debateable) I should have probably said at 20 which is what I was thinking rather then at 16 which is when the old MT stopped taking MT.
I would say a wizard 7/cleric 3/Thuerge 10 is better then a wizard 9/cleric 1/theurge 10.
If you use the esoteric spell casting... My prefernce is for wizard 4/cleric 6/thurge 10 (with +3 casting to wizard and +1 casting to cleric) for unless errataed... 9th level in each.
Cold Napalm wrote:
Yeah but was she hot? that can make up for a lot :)
Earliest you can get MT is fourth level.
You are required 3 ranks in some skills and you need those to qualify. You qualify after third level and can take the class at fourth. Class is choosen before skills are aquired so can not get it at third.
Daylight is an ARCANE spell not arcane or divine since it is on the wizard list and that list is checked first for Spell like Abilities.
Technically you do not NEED to have an arcane class or a divine class, but if you do not, you will not be advancing the spell casting of that side... which is sort of the reason for MT.
If you got Oracle/Sorceror you loose out on a LOT of stuff (blood line and mysteries) but you get one power stat. Daylight as an assimar gives you your Arcane spell, Augry from a mystery (Lore or Nature)can give you your divine. Also if you go with Lore or Nature you can pick up a mystery to replace dex to ac with Charisma to AC focusing on the power stat. And to go whole hog take the scion of nobility that lets you use Charisma to Iniative instead of Dex. PFS means it will probably not let you become a lich and use charisma for HP also.
Bear in mind early entry whiel it helps at low level does nothing at high level. You are still limited to 10 levels of MT prior to 20, so unless they come out with another prestige class like 3.5's Arcane Heirophant you wind up with the same levels at 16 (more or less) as you would otherwise.
Wll wealth is WELL beyond normal for level. You have a Lich conjurer effective Character level 12 with an 11th level cohort (max should be 10th) 2 levels below.
You are allowing the wizard to use templates (why not use advanced template since it boosts power without adding HD).
You have given htem enough stuff beyond the normal parameters that an Adventure Path is not going to cooperate.
So Wearbear is a 13th level character.
So call it average level 12 and wealth between 18 and 20.
Give them an extra +1 due to giving them lichdom and allowing advanced template on undead...
I would expect them to be at about 16 or 17th level APL
Without knowing what your dex is, what your Bow is, what your total attack is, its hard to know what the problem is.
For example if you started at level 1 with a 20 dex you would miss more than if you started out at level 1 wiht a 14 dex.
Assuming non encumbered maximum movement for a human is 30' x 4 oe 120 feet on a run (150 with run feat). So unless their movement takes the over 120'.....
Going to recommend you ask for the Advanced template at your +1 ECL.
Druid/monk gives all good saves but only 3/4 BaB. Counter by using HUGE elemental eventually for insane damage on single hit. You also get full casting.
Oracle/Ranger gives Good saves for everything and full bab. I would go with either Heavens oracle or (Enlightned philosopher) archetype so at 20 you get charisma to saves. You also may want to consider gettign charisma to iniative and ac...
Monk/Wizard (or emphereal sorceror) is decent as it adds mobility and survivability to the arcane caster class.
Paladin/Sorceror leverages your Charisma again for saves and prime casting stat.
Possible build for Human Paladin/Sorceror with advanced template
Str 14 10 +4 adv
Use Scimitar and shield, and go for Dervish dance. While you do not get a "good reflex save" when you add your charisma bonus at level 2 to you dex bonus you are looking at +13 to your worst save.
Dex Con and Wis are maxxed for saves mainly (though dex will help with damage).
OK, assuming all the monsters go on the same turn then it MAY be feasible.
Even then you tell John to attack on yoru mark he woud attack nto Coup De grace. If you tell him to coup de grace he waits for him to make his save and if he makes it well he jsut wasted shi turn tryign to coup de grace someone who could not be coup de graced.
IF they are goign on differnt turns here are several differnt possibilities.
1) You speak at any time so before John moves... he delays til you cast.
2) You go before John, cast the spell and are successful! You tell John to COup De Grace him.
Unless John is next the party again has all those options to stop John, and could also remove paralysis the target.
Now if you as a GM allow all the mobs to go on the same turn with perfect coordination then you are probably giving them an advantage.
Require them to communicate and sometimes do what to THEM seems like the better plan. John the fighter if he is goign first might rather Power Attack the mage he got next to rather then wait for you to hopefully delay a foe. After all he wants to stop the mage before the mage can get a spell off and he has initiative on him (while you may not).
So basically, no I do not think there needs to be any change to the spell or the action.
I have even had one of my players (a rules lawyer type) claim since your unhindered by the water you would "fall through it like it was air".
You would not more fall through the water like it was air, then you would fall through the earth and burn up in its core.
An interesting thought is how effective is grease....
You pay movement costs for the hex you are going INTO not the hex you are in. This woud imply that even a medium creature could step out of a grease hex because with a 10x10 area there is always a safe hex to step into (Assuming open terrain).
No, they still have to learn a spell the same way they did previously.
Now it is relatively cheap to learn a spell from a scroll or a friends spell book and they would not need to write it into a spell book, but they can not just suddenly know ALL spells.
This is just Sepll Mastery to the Nth degree.
By my understanding you can not do this.
Reading an action is what you on yor term, you are effectively WAITING for somethign to ahppen. Thus you can not Ready an action and then move, though you could move and then ready.
From the core rules...
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action.
So you can not do what you want to do.
Spontaneous casters DO use spell slots.
At first level a Sorceror ahs 3 spell slots at level 1 plus any bonus spots for Charisma.
Spell Slots are the same as Spells per day. This allows him to cast more spells but does not increase his number of spells known.
This is not correct.
If you are for example fighter level 6 with a bab of 6, and wield a Longsword in one hand and a Mace in the other. All 4 of these would be legal attacks NOT using TWF and not takign any penalties.
1) Longsword +6, Longsword +1
Now if you are using twf and improved twf you could get 4 attacks at penalties.
It can be argued that when it says "Total Bonus Value" it means the Total Bonus to hit and damage NOT the enchant level of the weapon. Which would keep it in line with +4 and bane, and that Speed or Vorpal or Flaming would not be applicable.
But I can defintely read it as oh we just decided to effectively get rid of DR Epic.