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It doesn't matter that the race is Celestial in nature, precedence arcane, then divine. If the spell is on an arcane list, it's arcane. If it's NOT on an arcane list, but IS on a divine list, then it's divine. If it's on both an arcane list AND a divine list, the arcane list takes precedence.
So, which PrC CAN be gained through early entry, then? As far as I know, Dragon Disciple is one of the ones that specifically CANNOT be gotten before lv.6, as it requires 5 ranks in a skill. Many of the others have requirements that you can cast lv.X spells, but this is one where you have to put in the levels.
If I have a race (or class, or whatever) that grants me SLA that mimics a 1st level arcane spell (let's say it's Vanish), I should qualify for (the 1st level spellcasting portion of) Dragon Disciple.
I second the notion of miss chance buffs, instead of AC buffs of healing. Blink, blur, displacement, mirror image, etc. are all great options.
As for getting damage out there, have the sorcerer look into some decent touch spells. Scorching ray is just fine at this level (3 rays for 4d6 each), as is burning arc (reflex save, multiple targets). I'm sure that the rogue would appreciate some greater invisibility.
I seem to interpret spellstrike as a modifier to the way the Magus delivers touch spells.
When you cast a touch spell, you get a free chance to deliver it normally. After an unsuccessful delivery one is considered to "hold the charge.
The spell strike wording just changes what normal delivery is for the Magus, essentially just skipping ahead to the "holding the charge" phase. Also, it works with any melee weapon.
The point is, spellstrike doesn't modify the spell; it modifies the Magus.
I don't think that it matters where the attack is granted from.
Let's say that you cast shocking grasp. You get your free attack, but oh, no, you happen to roll a 1. Sucks, but it happens from time to time. Now then, on your next turn (or perhaps on an AoO, whatever), you choose to make a bite attack because you're a Tiefling with the Maw part of the Maw or Claw alternate trait. You roll a 20! Great! Now what happens? Why, the very same thing that happens when a Magus casts a touch spell and successfully delivers it with spellstrike, and also happens to roll a natural 20. The only difference is which type of damage (B/S/P) the Magus' weapon deals, and the size of the die.
Also, spellstrike does NOT modify a spell. It allows a different delivery mechanic, which seems like it modifies the spell, but, in fact, modifies the Magus, not the spell.
Darksol the Painbringer said wrote:
You make a Touch Attack with it, but it's not a Touch Attack in and of itself.
Of course it's not a touch attack itself...nothing is. A touch attack is a delivery method, nothing more. A ray is not a touch attack. You make a touch attack with it, but it's not a touch attack. Shocking grasp is not a touch attack, but you can make a touch attack with it.
I don't understand how a bomb being a weapon invalidates it's use for the conductive property.
A ray is a weapon that takes just as long to unleash (standard action), yet no one bats an eye. A bomb that takes a standard action (and can in fact be less, as per rapid bombs discovery) causes everyone to lose their minds!
Even the fact that it requires drawing pre-existing material components is fairly null and void. Just look at the Natural Spell feat. Sure, that's just for druids, but it sets a mechanical precedence.
I've seen lots of things in this thread and the previous that indicate strongly that bombs work with the conductive property as per RAW.
I've seen a bit of evidence that they might not work RAI, but no more than the evidence that the DO work within RAI.
Maybe I phrased this in an unclear manner...Well, see, it's not that saurian shamans get something special, but my wildshape form allows a trip attempt on a successful hit. I hit them, it triggers a trip as a free action. I succeed. The trip triggers an attack. The successful attack triggers a trip, which triggers an attack, which triggers a hit....
Now does my question make more sense?
I just want to know how many attacks my wildshaped saurian shaman/lore warden can make. He has combat reflexes (18 dex, after mods, so 5 possible AoOs), greater trip, and is in the shape of a Stegosaurus (1 Tail attack for 4d6+12 plus trip) So, if I hit (likely, after all party buffs + charge), I attempt to trip (with a modifier in the high 20's before buffs, so again, likely). Say that I succeed. Now, I get to attack again, and if successful, that allows another trip attempt. How long can this go on? If I am successful in all my attempts (my buddy, the cleric with the law domain makes this automatic, usually), can I get 6 total attacks on the guy (1 for charging, 5 for AoOs...and maybe 2 for flinching after being hit 6 times for 4d6+12 ~150-160 damage)?
Yeah, the wording of the Enforcer feat is what has me kind of hung-up. It says "...deal non-lethal damage with a melee weapon..." rather than "...deal non-lethal weapon damage..."
As written, you are
1) dealing non-lethal damage
so, I guess that RAW, it works.
However, if the interpretation is "non-lethal weapon damage", I would argue a strong "NO!", as you are dealing lethal weapon damage and non lethal (cold) energy damage.
The distinction is fairly fine, but it exists.
It would seem to me that, as several posters have suggested, each individual item should be reparable (within reason). Of course, as others have said, that leaves the specific piece intact, but does nothing to make it workable in it's intended position. EX: the steering wheel is in 3 pieces, and it gets mended, but it's not mounted...
Realistically speaking, the PCs could repair the ship, making the (several) appropriate craft checks, some of which may be negated by the casting of mending (sails, oars, ropes, etc.), and some of which should be granted a circumstance bonus on the check (likely equal to the mender's CL). Of course the mending will speed the repair of the vessel, perhaps even make some impossible repairs a little more realistic (e.g. setting a keel or mast), but will by no means will the mending spell be all that is required.
Also, please note that an untrained craft check is commonly referred to as an INT check, and multiple (if not all) PCs should be able to assist (or at least try to).
Tell me if this sounds too unbalanced:
Red mages are proficient with all simple and martial weapons as well as light armor and shields (but not tower shields). A red mage can cast arcane spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass red mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
A red mage casts arcane spells drawn from the witch spell list. A red mage casts divine spells drawn from the druid spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a red mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a red mage's spell is 10 + the spell level + the red mage's Charisma modifier. In addition, she receives bonus spells per day if she has a high Charisma score.
A red mage's selection of spells is extremely limited. A red mage begins play knowing two 0-level divine spells and two 0-level arcane spells, as well as one 1st-level spell of each divine and arcane. At each new red mage spellcasting level level, she gains one additional divine and arcane spell of any level she is capable of casting.
At 4th level, a red mage gains Arcane Strike as a bonus feat
At 8th level, a red mage gains a Divine Bond, as the paladin class feature. Her effective paladin (or druid, if she selects a mount) level is equal to her red mage level -3.
At 12th level, a red mage gains proficiency with medium armor, and may cast arcane spells in medium armor without incurring the normal arcane spell failure chance. A red mage wearing heavy armor counts as having the Arcane Armor Mastery feat.
At 16th level, whenever the red mage succeeds on a saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely, or takes no damage.
At 20th level, a red mage gains the ability to cast a single 8th level spell. This spell may be from either the druid spell list or the witch spell list, and may be cast using spell slots that total 8. (e.g. you could spend two 4th level slots to cast this spell once, or two 3rd level slots and one 2nd level slot)
The Inquisitor is one of the few classes that Paizo did an amazing job matching a race to in their example characters. Half-orc is seriously awesome for this class.
Don't want to give up skill ranks? it's cool; give up Darkvision for Skilled (the same as the humans get!)
Want to use a reach weapon, but still threaten adjacent and have it mean something (armor spikes are light)? Give up Orc ferocity for a bite attack! sure, 1d4 is piddly dice, but it's a primary natural, so that means str*1.5!
Think that you want a different weapon? Try out city raised; it gives you proficiency in longsword and whip, along with a tasty +2 racial bonus on knowledge(local) checks.
Don't plan on intimidating? Grab endurance as a racial bonus feat!, Heck, you're halfway to deathless initiate!
Any way you slice it, I most likely wouldn't take Shake it Off as my teamwork feat, unless the casters like to summon monsters. You'll likely only be fighting alongside the bard, so you'll only get minor benefit from it. If, OTOH, you take precise strike, especially when using a reach weapon, not only do you set up a better position offensively, you get extra damage. It's like the best part of being a rogue, except you're competent. Of course, if the casters DO summon things, Shake it off is FANTASTIC! you'll be adjacent to at least 2 allies almost constantly.
Whose logic are you referring to? Also, the 6th level character you referenced would need to be a good bit of the way towards 7th level (using the WBL chart 16,000 for level 6, +900 from rich parents) just to have the total gold necessary to purchase said item (18,000 gp, correct?), not to mention the fact that there are usually limits as to how much of that can be spent on any one item (a top-end of 50% is the highest I've seen), so it's really more like a level 8-9 character.
In regards to the question of it being overpowered, the 10-25 (avg. 17.5) damage done per round does not seem to be way too excessive. At least not to the power-attacking greatsword-wielding barbarian, or the deadly-aim enhanced flurry of arrows put out by the zen archer, or the stinking cloud conjured by the wizard....But the no-save, no-attack-roll force damage IS nice and reliable.
As far as the 3x/day gravity bow item, it really doesn't seem all that ridiculous. I mean, a wand of it costs 750 gp, and it has 50 charges. by the time all of the charges are used, 750 is a miniscule price.
The continuous effect stuff, OTOH, is a bit OP when used for low-level spells.
Right, I'm not saying that wis is unimportant, just that the only thing it has over dex is ki (which is very important, so he should still put points into it). While wis CAN affect your attack rolls, dex already does, and will continue to do so, so no harm, no foul there...As for the Stunning Fist, doesn't the Zen Archer give that up for Perfect Strike?
Actually, the requirements for rage prophet are:
They also gain a 3/4 caster progression with ANY divine spellcasting class they possess (prior to gaining the PrC), but only that one class. Thus you could have an Oracle/Barbarian/Cleric/Druid go into this PrC (why they would, I don't know, but it is a legal combo), and they could choose to increase their Druid casting OR their Cleric casting OR their Oracle casting...but only 1 casting class gets the increase.
Really the only thing that wisdom has over dex is ki points....Don't get me wrong, those are great to have, but a dex build should still be very effective.
For the ranger, what high-dex-requirement archery feats are you refering to? Once you start talking about precise shot (no dex req), you may as well just go straight archer. I'm not sure when he's talking about going sword and board...???
Barbarian can just take extra rage and extra rage power as feats, so that can be fairly bare-bones.
Vanilla is one of the tastiest flavors available to druids.
At least the Sorc and Monk are fairly easy to build ;)
The monk's best friend is the APG's zen archer archetype. Don't worry about having no racial wisdom bonus, get a +2 or so and call it a day. The Dex bonus is where it's at. Str is also a small consideration. Get a point or two of bonus, and it's all gravy. Just keep firing arrows in a hail of death. The only thing to remember here is to NOT take bonus feats that wouldn't do any good (rapid shot, I'm looking at you!) This is a class that is incredibly solid. I just hope that they start with enough gold for a bow!
The druid makes things a bit tougher, though. The lack of a wisdom bonus hurts, so their spell DCs will suffer. They may want to focus on summoning to start, as that has no DC.
The thing that bugs me about the "shaman" archetypes is the fact that it delays wild shape. The supposed benefit is that when it becomes available, it functions at lv.+2 for that particular flavor of shaman....however, almost all of the shapes that one would want are available in the first two phases of wild shape. There is no more benefit to an 8th level druid wild shaping into a large creature than there is for a lv. 6 druid. Ok, Ok, MAYBE a couple of special monster abilites (that none of the shapes you actually WANT have) and/or some movement types. Yippee.
The totem transformation is kinda cool, and the totemic summoning is very nice. However, the only time I would consider playing a totem shaman druid is the saurian shaman, and that's only for the vast array of dinosaurs out there.
For the gnome sorcerer, that seems fairly straightforward. reduce person is great for stealthing it up, silent image is golden, and the show stopper color spray is simply amazing. Simply take an evocation spell here, a conjuration there, and dispel magic when it becomes available. This one is hard to mess up too badly. Don't let your player forget that they can swap out spells every few levels.
For your rage prophet friend, the lame curse is fairly ideal, since they'll eventually get immunity to fatigue and the barbarian's speed increase offsets the lame curse's speed penalty...
Of course, another handy combo that does something similar is barbarian/cleric w/Erastil as patron diety. The alignment restriction is not too bad (must be NG) and you get access to 1) channel (with 2 more uses than a life oracle) 2) 2 domains (Animal (feather) for perception bonuses and an Animal Companion, Plant (Growth) for Enlarge Person as both a spell and a swift action 3+wis times per day, and especially Community, for calming touch, standard action that removes fatigue, shaken, and sickened conditions and heals 1d6+level nonlethal) 3) No pesky curse 4) access to ALL of the cleric spells, not just a few and 4) earlier access to higher level spells (if you decide to take more than just a pinch of cleric).
There's really a few ways to play this: a barbarian who dips divine caster, or a caster who dips barbarian, or an even-ish mix, and any of these can be made in cleric or oracle variety, but only with the Oracle's Curse can one become a Rage Prophet (which really is a hard class to use, with the lack of new revelations or rage powers and the entry requirement of the moment of clarity rage power).
Working backwards, the Human ranger needs a TON of feats... PBS, precise, rapid shot, TWF, Imp. shield bash, EWP, etc... Human is a good racial choice for the bonus feat... But by lv.3 he's only got 4 of the 6+ feats that he really needs... By lv.6 he can pull it off, but just barely. The real problem is that to use his ranger combat style feats as effectively as he can, he'll need to use the "weapon and shield" combat style. There's nothing wrong with this, but the real reason that on should take that particular style is for early entry to shield slam and shield master. If he decides to really focus on switch hitting, he can forgo precise shot, and that would free him up to take those very tasty feats.
However, he's also got another problem...how do you use a shield and a bow at the same time? Maybe he can quickdraw a light shield... This will still take a move action, and thus negate the whole TWF aspect for at least 1 full round... but it is a possibility.
If you're looking to specialize in a spell or two (burning hands, color spray, fireball, whatevs) you could take the magical lineage or wayang spellhunter trait to cast that particular spell at regular level.
swarms don't make attack rolls....Also, any enemy who does make rolls can get a nat. 20.
I did actually play this with a 5d4 burning hands capable 20-int wizard. I prepped 2 of those, a grease and a color spray, then had the bonded object for "just in case" emergencies. NO problems.
Honestly, from your description of what you want this character to DO, you're looking at an Inquisitor.
A martial character
A resourceful character
A versatile character
pfsrd said wrote:
The line about ...and similar bonuses stack.... makes me wonder if one can combine swift aid with a regular aid as well...
Your questions are definitely very good ones.
I'm currently running a support/buffer character in PFS, and I just thought tonight about using the aid another action in conjunction with his inspire courage and freebooter's bane abilities. I hadn't seen the benevolent abilities or the arcane strike gloves before, those look pretty attractive too.
as far as an actual answer to your questions, I would think that the swift aid "sets" the bonus that you give via the aid another action for that particular instance at +1.
Grease. It's the word.
No, seriously, you get the 10 ft square of difficult terrain, you have a chance to knock them prone, it ignores SR, lasts for at least 10 rounds, has a chance to prevent movement COMPLETELY, and if they do successfully move, they provoke an AoO, which, coincidentally,they are flat-footed to (as they are using acrobatics when moving through grease). It's the cheapest spell to get (barring cantrips), ANY arcane caster can use it, and even if it doesn't work...it still works :)
I was under the impression that to attempt a trip, you use a d20 + your CMB. And that's all. All of those other bonuses get factored into your CMB for that particular roll. Just like an attack (as a combat maneuver IS an attack). You determine your "attack bonus" via BAB + Str + any other relevant bonuses. For CMB it's a bit more complex, as there are typically more bonuses to be had, but the end result is the same. Roll a d20 and add ONE number to it. Determine that number based on BAB, Attribute, morale, luck, etc. bonuses, but determine that number only ONCE for any given roll.
But maybe I have it wrong. Personally I'd love to see it stack. My whip-wielding whirlwind-attacking lore warden will be all over it.
From what I can gather as to the "are attribute bonuses typed" question, they are NOT typed bonuses. HOWEVER, since one attribute can only be factored into a given roll once, there is no functional difference between typed and untyped, merely semantic, and even then it's irrelevant.
How are they untyped bonuses? Maybe I've missed a ruling/clarification or something?
Yeah, an official ruling is hard to come by. When they mark "No response required" you'll never hear from them. At all. Ever.
I'm pretty sure that the reason that they've marked it as "No response required" is that they view it as using the same variable twice in the equation. Str + Dex + whatever else = cool groovy deal. Dex + Dex + whatever = wrongbadfun in their eyes.
I'm presuming that the disparity here is that the Dragonhide Special Material is NOT an "Always Available" option (unlike Mithral, Adamantine, +1 weapons and armor, etc.)
However, just like anything else that is not "Always Available," a high enough fame score would allow you the option to purchase that particular item. e.g. a +2 chain shirt (4,250 gp) is not available to purchase until you have a fame score of 18 (5,000 gp cap)
Your 43 fame caps your purchases at 31,000 gp. So, you could (theoretically) purchase a +5 dragonhide breastplate (25,500 gp) if you so desired.
Actually, only one specific instance of said untyped bonus applies. So, 2 freebooters using their bane ability is the same as one freebooter using his bane ability (if they are specifying the same target)
Being a two-handed weapon is not any sort of advantage. A one-handed weapon can be wielded in two hands for 1.5x str damage and 3-for-1 on power attack.
I personally think that Rory has a very nice framework for this build. However, since this character will have multiple missiles right from lv.1, I would have to name him Garland, as he will knock you all down.
Whip is the answer to everything a large character could ever want. Don't worry about the penalties for attacking as a large creature. Turn them into a benefit by targeting CMD. Trips, disarms, even grapples with appropriate feats are all good things. The best part: your free weapon focus feat gives a +1 to all of these maneuvers.
Also, please tell me that this large race is humanoid and can benefit from enlarge person. That would just be bananas.
"Rebuild rules" is basically the shorthand for the Society's allowance of modifying an existing character (linked to a specific PFS number, such as 45632-3, meaning that this is the third character for the particular roleplayer with assignation 45632) BEFORE they ever play a scenario at lv.2 or higher.
Basically, you can say "This is my first PFS scenario with (this number) character. He's an elven wizard allied with the Andoran faction." You play the scenario. You now have 1 XP for that character number.
Next scenario, you say, "That was fun, but I didn't like memorizing spells a certain number of times per day. Oh, and I want a bonus feat. This character is now a human sorcerer." You play the scenario. Now that character number has 2 XP.
For your third scenario, you say "Wow, he really got hosed by all of those melee attackers last time. Now he'll be a Sword and Board fighter Tiefling with Armor of the Pit for his 1st level feat and power attack, Qadiran faction." You play the scenario. Now the character associated with that number has 3 XP.
Whatever he is for his FOURTH scenario, That is what he shall ALWAYS be from now on, set in stone, written in the wind. However, UNTIL he actually plays that scenario as a lv.2 or higher character, you can still change him in most any way. You can trade back in equipment, change their race, class, stats, etc. The only thing there's no take-backsies on is expenditure of Prestige Points. Once you've spent the 2 PP on a wand of cure light (almost everybody does), you will ALWAYS have that (until it runs out of charges). That Masterwork cold iron longsword that you bought can be traded in for equal value in GP. That Masterwork Composite longbow that I recommended upthread that was purchased with PP? It's yours forever, can't be traded in. Period.
Basically it's a nice way to try out various classes and see how they perform. If you didn't like the way it played, you can rebuild the character as something else. Of course, many people have a character concept that they want to play that doesn't really take off until 2nd level, so they'll just play as a fighter to have good HP and AC at level 1, then switch over to the character that they want to play, because it sucks when your character is no good at anything and will die easily.
For PFS my standard "Get me to lv.2" build is somewhat similar:
Human Cleric of Erastil 1
Feats: Toughness and Fey Foundling.
Skills: Perception and Diplomacy
Traits: reactionary and whatever else I feel like.
Domains: Animal (Feather) and Plant (Growth).
Equipment: Scale mail, Morning star, Buckler, asst. adventuring gear
He's got 19 AC, 16 CMD, Saves of 4/3/3, and channels energy 4/day that heals me 1d6+2 each. When wands of CLW are used, he gets back 1d8+3.
After his first scenario, he'll blow 2 PP on a Mwk Composite Longbow +3 to have a VERY decent ranged attack to supplement his more than adequate physical prowess.
For tactics, he will usually cast either Divine Favor or Shield of Faith and wade into battle. If things get hairy, he'll swift action Enlarge Person and 2-hand his morning star, or attempt a Combat Maneuver against heavily armored foes. Once he's got a bow, he'll either use that for 1 round, dropping it to pull his morning star, or, if the enemy closes, 5-ft back, shoot, free action drop the bow, move action pull the morning star.
He's not totally amazing at anything, but competent at most things, and will almost always live to tell the tale.
Once he hits lv.2, I would use the rebuild rules to Start Over with my first level in something really nice and martial, like Urban Barbarian of Freebooter Ranger to get the good HP, swap out my feats for Power Attack and whatever else (maybe keep toughness), and swap my stats to:
depending on how much I felt like I needed more melee capacity/skill points/social skills/channeling.
@ Lance Ashcroft
After doing some reverse engineering on your stat spread, I gather that you are playing a human or one of the half- races. I'm also thinking that your Str score is 11 only for the carrying capacity?
If you are looking to play a Dervish Dancing Magus, I might recommend taking just 1 level dip in Bard with the Dawnflower Dervish (or Dervish of Dawn on the pfsrd) archetype. I'd also recommend playing an Elf for the excellent Spire Defender archetype, or playing whatever race as a Kensai (Tiefling is a perennial favorite). Basically this eliminates your need for the Weapon Finesse feat completely, AND you don't have to burn your lv.3 feat on Dervish Dance. Focus on Dex with Con and Int as secondaries, and put 2 (and only 2) points into charisma. Strength is fairly unimportant, so you can dump it a little bit, especially if you play a Kensai. Wis is also not nearly as important, as you'll get a +2 to your will save from the Bard level.
Stat suggestion, Elf racial modifiers included:
For Traits, many people advise Magical Lineage (Shocking Grasp), but for this build Magical KNACK is better, because you can always take Wayang Spellhunter (Shocking Grasp), which is effectively the exact same as Magical Lineage. The other nice bit about Magical Knack is that you can actually dip another class for 1 level and still retain full caster level as a Magus. Again, many people advise a 1 level dip in Sorcerer (with the Crossblooded archetype Orc/Blue Dragon), so as to get +2 damage per die with you shocking grasp. However, I prefer to go for a 1 level dip in Wizard (Evoker: Admixture). This has 3 benefits over the Sorcerer: 1) you get a +2 bump to your will save (always nice), 2) when you run across enemies with electricity resistance, you can give them the finger, and spontaneously change the damage type to another element, and 3) Free Spell Focus feat. Take this in Evocation, and you qualify for taking Spell Specialization immediately.
You will almost certainly want to have Intensify Spell, likely as your 3rd level feat. I know, that sounds WAY too early, but if you take Spell Specialization at lv.5, you will IMMEDIATELY get use out of it.
Since the OP hasn't posted since Tuesday, I'm fairly sure that the original issue is resolved. This back and forth about PFS and intelligence being a factor for tactics, while entertaining, really has no bearing on the OP's post. I've read the entire thread a few times now, and I'm still not sure whether it was a PFS scenario or not (probably not, but it might be), Don't know the total number of javelins thrown by the trogs (seems like 1/trog, but it may have been more), and I still have no idea what the PCs were doing (waiting for a charge that never came, I guess). Without the OP giving a detailed breakdown of those specific points, all of this is mere speculation.
I'm currently running a similar character in PFS, although not a kensai. If you're looking to wear actual armor, the Darkleaf Cloth +1 studded leather is a VERY reasonable choice (1765 GP, always available). The only drawback is the 5% ASF, but, really, that kind of equates to "Don't roll a 1." For about half of your PFS career, your concentration checks to cast defensively (even with that trait AND combat casting) will pose more of a threat to successful casting.
For the bard spells, I highly recommend Comprehend Languages. There are SO many different languages in PFS, you'll never speak ALL of them. But you can certainly READ them with this spell. I've also found Grease to be a fantastic spell. Even if they don't make their save (DC 12, they'll have decent odds), they are still stuck in the puddle, so it denies 5-ft steps and charges, if they DO move, they are flat footed while doing so (you're welcome, rogues), and there is always a chance that they'll fail their acrobatics check and fall down/be stuck anyway.
Since it's a homebrew, you might have tougher access to wands, so you might consider prepping a Shield spell or two, especially if you are concerned about running into more incorporeal undead, as Shield still adds its bonus against incorporeal touch attacks (but not regular touch attacks). I presume that your barbarian level is of the Urban archetype, right?
Do you have an agile ECB? It seems like it would be just a tad early to have a +2 equivalent weapon already, so I'm guessing that you have just enough str. to get power attack (maybe a 13-14?), so your regular damage is 1d10+7 tops, right? You probably want to pick up some pearls of power (lv.1) and just keep spamming shocking grasp (or corrosive touch, if your GM throws electric resistance at you, or whatever).
Also, consider using a one-handed finesse weapon (or a scimitar, unless Dervish Dance seems too cheesy), so that you can spell combat with Magic Missile. At this low level, it's only 2d4+2, but it is guaranteed damage, incorporiality be damned.
I would probably prep
Hopefully that should cover most situations, and if you can pick up wands, absolutely do so for Shield and maybe Magic Missile, then prep more Shocking Grasps, and maybe a Snowball for the BBEG and/or Grease.
I'm with y'all on the quiver-full-of-javelins idea. That actually makes pretty decent sense. However, that's not what I understood to be happening. If my understanding was correct, it's a bit of a head scratcher. If not, it's still a tad confusing, as I still don't know what the PCs were doing for those first 3+ rounds.