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Markov Spiked Chain isn't talking about burn. MSC is talking about healing someone else with life link using the temp HPs from force ward to soak the damage.
ugh, I think I found it. There is no concentration check.
d20srd casting time wrote:
A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
d20srd life link wrote:
As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Lets say I am a Life Oracle with the Life Link Revelation. I have a link to someone with 10 damage. I am casting a summoning spell (1 round casting time).
Do I need to make a concentration check when the life link damage comes in, or do I complete the summoning spell first?
Assuming I need to make the concentration check, if I have multiple life links up with people that have more than 5 damage, so I make the concentration checks individually, or do I total it and make just one?
Tarik Blackhands wrote:
Maneuvers can also apply many of those same conditions.
Incidently, the numbers for CMD in that sheet are a little high at some levels. I did the math. The average CMD for level 12 is 32, not 34.
Why I like Combat Maneuvers.
Full Attacking is boring to me. As a full attacking damage dealer, my decisions are as follows.
Can I full attack a bad guy?
Maneuver Monkeys are interesting to me. Yes, I know they have a large investment, especially with a whip (my prefered weapon).
Lore Warden Martial Master Maneuver Monkey decisions
Don't forget Spirit Ridden. Wandering Class Skill with HD skill points.
I have a half-elf fighter/bard VMC going this route with Divine fighting style (Desna) with a dip in Lore Oracle. Dumb as a post (7 int), but very pretty (20 starting cha). Cha to attack, damage, init, ac, ref, some will, knowledge checks, acrobatics, and fly. So his knowledge checks at 13 (his current level) are at 10 (above stuff) + 6 (bardic knowledge) + 8 (cha) = 24 without a single rank.
Hell, with this, I really need to think if I want to put any ranks in things. 1 rank will drop the skill check by 6/9, so it better be worth it.
Weapon Trick (Two Handed) lets you (regular/improved) vital strike when you cleave, so you can actually do some damage if you have a weapon with some good dice.
Play a dwarf warpriest with the cleave and vital strike feats with a level of titan fighter, and you can get to 18d6+(stats/magic/buffs/stuff) damage per cleave.
Full attack still wins, but you can move, and/or ready an action for it.
If you can get flyby attack in there, it becomes pretty nifty.
Not a problem for a Monk, take off one hand from the bow as a free action at the end of your turn, threaten with unarmed strike off turn, re-grab the bow as a free action at the start of your next turn.
You also threaten with knees, elbows, feet, foreheads, face, ears, butt, and shoulders even while holding the bow in two hands.
It's current placement at level 2 was intended to kind of mirror Versatile Performance and keep the blacksmith's progression smooth, but I'll see if I can't smooth that out with a retraining option or swapping something else a bit.
Please please put in the retraining option. Bard is the only class I know of that doesn't let you do that. Even Bard VMC does, as does Fighter AAT and AWT.
I know about the Heal Skill unlock, and the Psychic Healing feat. They only collectively work once per day. I'm trying to increase that number without needing to take caster levels.
I know about the Medicine domain lets me do it faster and the Healing Hands revelation lets me affect more than one target. What I would like is how to get them both without Cleric or Oracle levels. I believe I can VMC to get one or the other (Cleric or Oracle). Can I UMD a Ring of Revelation to make it work w/o Oracle levels or VMC?
Believer's Boon lets me use the Medicine domain power once per day. That's not enough.
Battlefield Surgeon lets me use treat deadly wounds a second time on a person, but the deity is rather unpleasant.
The Runeguard Generosity rune lets me treat deadly wounds PrC levels/day, but again, caster levels.
How does the Life Mystery allow treating deadly wounds as a standard action?
And me, as well.
Milo v3 wrote:
My 15th level playtest vanara sage build & 15th level ifrit striker (Yang) build. (still slightly disappointed with the lack of a fast motorbike options in PF)
Wow, that's some small font.
Cult of Vorg wrote:
Fate's Favored instead of tattoo or irrepressible? You could use divine favor for +4, and just trot out divine power for the higher bonuses for the important fights.
I actually have 4 traits available. With only 2, getting important will saves moved to my main stat seems more important than +1 hit and damage. I'd take Fate's Favored 3rd, and something kingmakery for the 4th.
Cult of Vorg wrote:
And/or you could do the adopted - enlightened warrior trick to be NG, and get the far strike monk 2 level goodies while still in alignment range for Desnatic combat. Haven't checked trait categories, don't know if all 4 traits are compatible.
I have to be CG to do Divine Fighting Technique, Desna.
Divine Fighting Technique @ Archive of Nethys, emphasis mine wrote:
Cult of Vorg wrote:
As long as you can do both of the above, Far Strike 2, Flying Blade 5, Arsenal Chaplain 6+.. slightly less luck bonuses, but improved critical, more untyped attack k/damage, extra range, get combat reflexes for a good melee defense.
I don't think Combat Reflexes is all that useful as I don't need dex for anything else, except some skills. That looks pretty good for a dex focused build though. I may end up with that instead.
All I need, stat wise, is 10-ish Str to carry my stuff, 13 Dex for prereqs, 14-ish Con not to die, enough Int for my desired skills, 10 wis so no penalty, and all the Cha I can cram in there. So 20 pt buy: 10/13/10/10/10/18 and 25 would be 10/13/14/10/10/18
That said, is going all in on Cha not worth it?
N. Jolly wrote:
You do sleep sometimes, right?
Also, you can't mauler this because it counts as Improved Familiar, which doesn't get speak with animals of it's kind.
Was Freehand Training meant to add the whole fighter level to damage?
1d4 + 5 weapon + 9 cha + 4 weapon training + 1 point blank + 8 deadly aim + 6 startoss style + 12 Freehand Training = 1d4 + 45
At level 12 with a +1 starknife, warrior spirit, point blank shot, deadly aim, 3 startoss feats, and Freehand training.
Aiming for level 13 with continued progression to 18.
Traits: Irrepressible, Varisian Tattoo
I don't know after that. I would like Bard or Bard VMC for Versatile Performance (Dance) and Bardic Knowledge.
That would give me Cha to hit, damage, all reflex, important will, knowledge checks (with bardic knowledge), and Acrobatics/Fly.
12+ feats and VMC means Fighter or Warpriest. I'll favor Warpriest as i am replacing a life oracle. Also, Antihero.
Attack should be 9 bab + 9 cha + 4 weapon training + 5 weapon + 2 bardsong + 1 point blank - 3 deadly aim + 1 weapon focus for 26/26/21 attack.
Damage should be 1d6 + 5 weapon + 9 cha + 4 weapon training + 2 bardsong + 1 point blank + 6 deadly aim + 6 startoss style for + 3 for divine power = 1d6 + 33
Blinkback Belt, Cha Headband, and Dueling Gloves Assumed.
Thoughts on how I can do it better?
That was me noticing that you are doing that, and me asking that you keep doing that.
It's a petpeeve of mine in Pathfinder.
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