As you can see below the average AC for a CR15 monster in the Bestiary I is 30
Darth Smoke wrote:
Having played a very powerful Zen Archer Monk with the seeking property on his bow, remember that the paladin has to know which square to hit when facing an invisible opponent, for his seeking weapon to kick in. So deliver invisible enemies that make a 5-ft step after a full attack or spell, the perception will be very very high to pinpoint them.
You could have taken Imp. Precise Shot at level 6.
You need to swap Electricity with Acid. All Demons are immune to Electricity. There are a lot more Demons than Daemons [immune to acid].
Add me to the swarms should be flat camp, making them like this is following the huge mistake WotC [we only trade cr@p] made with swarms. Silly mistake.
As a side - the pawn lines should be released at the same time as an AP starts... sort it out.
Craig Frankum wrote:
The casting time is 1 round, the same as summon spells, it doesn't take effect until the start of your next turn.
Well as long as it only comes up now and then I think its fine.
It's like Rust Monsters, they suck for players but they exist so you'll probably meet one sooner or later.
One thing to remember though, you don't have to fight everything....
If I ever need some Pathfinder inspiration to get in the mood I can't think of anything better than the song The Necromacer by Rush.
[I. Into the Darkness]
'As grey traces of dawn tinge the eastern sky,
Silence shrouds the forest
[II. Under the Shadow]
'Shreds of black cloud loom in overcast skies.
Brooding in the tower
[III. Return Of the Prince]
'Enter the Champion
What do you guys listen to to set the mood??
Back in 3.5 there was a term for this "golf bag". It was probably the "norm" for fighter types to carry a weapon for all occasions. Since PF though, you can enchant one weapon and by-pass most DR's so it's not a problem.
I would like to know just how many weapons this player has and how many he thinks he can have positioned for "easy access". Even with quickdraw you've got to have them somewhere sensible I would have thought.
My ac is a giant praying mantis with 2 good attacks and a decent grab. They start with a fly and climb speed.
Most the spell options are pretty much the same as what I've already got. This is why transformation, usually considered a poor option for a sorc/wiz, is looking so good.
No transformation love? It's a damn good buff for my Giant Praying Mantis.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level
some more info.
I have boon companion.
off the top of my head...
I'm a gnome
umd is about +22
I'm about to hit 12th level and I have an animal companion (sylvan) so I wasn't thinking that transformation would be a good spell to take.
As I have magical linage Fireball I can use my 6th level spell slots to cast quickened fireballs as well as any of my 2nd level spells.
I've just gone into Bloatmage so my companion has stopped levelling so the transformation spell would keep him relevant for a few more levels.
What other 6th level spells would you recommend? I've not played much at this level as a full caster so I'm looking for some help.
You could have gone Straight Cleric with a bunch Of Pearls Of Power to spam Fireball from your domain.
Flame Oracle is pretty good fun at that level though!
Remember to take spam-able spells and try to pick at least one decent buff at each level, one 'blast' and one control-type also.
Name Violation wrote:
Can you post your full build?
Fighter: 2 handed weapon
How many of those casters were Sorcerers?
Although I'm sure your math was correct, when you have so few spells known, Empower/Maximise can really help a Sorcerer increase versatility.
And Quicken, again for a Sorcerer in particular [plenty of spell slots] gives to 2 spells each round - that equals win in my book. YMMV