stormraven |
Are you guys seeing a massive load of problems with these threads after Paizo's 'maintenance' yesterday?
For instance, I can't click the 'prev' or the '24' link on this page without getting an error and a blank screen. Needless to say, it is making tallying up your goods a wee bit difficult. :(
Jayse |
Yah, there have been a number of issues.
And thanks for the response on the Ki Focus/Intensifying.
I don't see Ki Intensifying on the PRD site, but it's in the Ultimate Equipment. Do you want me to get you the info on that item? There are actually a couple of items i"m eye-balling from that book.
Jofram |
Yeah, it looks like they rolled back to a previous model? No more related thread posts at the top...
Boo.
stormraven |
Gah! OK the inability to visit previous pages is killing me. Does anyone recall the sale value of Ushari's Dagger that we discussed?
Also, are we talking about Ushari chipping in the full sale value of the dagger or the price you'd actually get if it were sold - i.e. full price or sale price which will be slightly lower?
Enquiring accountants want to know.
stormraven |
OK, guys, we've had our top accountants working on this... Feel free to verify the math.
NET TOTAL: 471,374 <-- It'nt that a pretty number?
Split 5 ways: 94,275 GP
Ushari's Dagger would sell for: 39,751
Split 4 ways: 9938
So, USHARI: 94,275 - 39,751 = 54,524 GP
EVERYBODY else: 94,275 + 9938 = 104,213 GP
stormraven |
Hey guys, just a heads up that I have a late night at work tonight and tomorrow, so I probably won't have anything done until Friday.
No worries, we are just tidying up and closing out accounts.
Orin Vanderwhal |
So, the tactician archetype says has this ability:
Tactician (Ex)
At 5th level, a tactician gains this ability as the cavalier class feature. He may use this ability once per day at 5th level, plus one additional time for every five levels after 5th (to a maximum of four times at 20th level). If the tactician also has cavalier levels, these levels stack for determining the number of uses per day, and he can take the better progression.
This ability replaces weapon training 1.
The cavalier ability is worded like this:
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
I assume that means I get a teamwork feat with that ability, right?
Orin Vanderwhal |
Man, so many options. Ok, another question. Several of the fighter archetypes lose Weapon Training (which I get from Lore Master) and replace it with something similar, like this from the Brawler archetype:
Close Combatant (Ex)
At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level).
This ability replaces weapon training 1 and 2.
If I have Close Combatant and Weapon Training, would you allow them to stack? Or no?
Orin Vanderwhal |
Well, it's not as good as I originally thought. I wanted to get Ill Omen as a magus spell by getting this magus arcana that lets you get a witch spell on your magus class list (can't remember the name). The thing is, I have to have 2nd level Magus spells to be able to do that, and I get the magus arcana at level 3. So I might have to burn a feat to do it. (I want to get a minor metamagic rod of quicken and do Quickened Ill Omens with Feeblemind, Baleful Polymorph, etc. Pretty nasty).
Anyway, I still think it'll be a cool choice.
I'm also going to swap out Kirin Style for Crane Style at 8th level and take that feat path.
Jayse |
Decided to go with Inquisitor of Liberation. Fit too well thematically and had too many mechanical synergies to pass up. Loses the extreme flexibilty of sorcerer spell-casting, but Inquisitor spell-casting closes the gap somewhat while providing its own unique possibilites.
working to finish up gear purchases and level up now. Will try to be done over the weekend.
Orin Vanderwhal |
Made some progress, but I have to finish the rest tomorrow. Too tired. Anyway, here's what I came up with so far:
Level 8 general:
+1 Int score
+1 WS
+1 FS
+1 BA
+8 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills
Level 9 general:
+1 feat (Extra Arcana—Jinx Blending—Ill Omen, level 2 Magus spell)
+1 RS
+1 BA
+6 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills
Level 10 general:
+1 FS
+1 WS
+1 BA
+9 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills
Level 8 Fighter:
Swap out Kirin Style for Crane Style
+1 Combat Feat (Crane Wing?)
Level 9 Fighter:
Weapon Training: Natural +2, Bows +1
Level 10 Fighter:
+1 Combat Feat (Weapon Specialization Hair?)
+2 Bravery
Level 8 Witch:
Learns: Hallucinatory Terrain, Cure Serious Wounds, Vermin Shape II
Hair becomes 15 ft reach
Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.
Level 9 Witch:
Learns: Feeblemind, Waves of Fatigue
Level 10 Witch:
Learns: Mirage Arcana, Break Enchantment, Hold Monster
Rogue Talent: Weapon Training (Weapon Focus—Hair)
Level 1 Magus: Arcane Pool (2 + Int Mod), Cantrips, Spell Combat, All 0th level spells, 10 1st level spells
Level 2 Magus: Spellstrike, +2 level 1 spells known
Level 3 Magus: Magus Arcana—Stalwart?, +2 level 1 spells known
Level 4 Magus: Hex Arcana—Flight Hex, + 2 level 2 spells known
Level 5 Magus: Bonus Feat (Combat, Item Creation, or Metamagic), +2 level two spells known
Sell Hat of Disguise—sells for half? 900 gp
Sell Belt of Wisdom—sells for half? 2,000 gp
Buy scrolls of: Baleful Polymorph, Cloudkill, Dominate Person, Mind Fog to teach to Familiar Cost = 4,500 gp
Upgrade Cloak of Resistance to +3 = 5,000 gp
Upgrade Shield to +3 = 8,000 gp
Buy Belt of Physical Might (Str and Dex) +2 10,000 gp
Buy Headband of Vast Intelligence +4 16,000 gp
Buy Gloves of Dueling 15, 000 gp
Buy Lesser Rod of Metamagic (Quicken) 35, 000 gp
Buy Ring of Protection +2 8,000 gp
Buy Amulet of Mighty Fists +0 /w Guardian enhancement 5,000 gp
(A guardian weapon infuses its wielder with protective wards and great resistance to danger, allowing the wielder to transfer some or all of the weapon’s enhancement bonus to his saving throws as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the bonus on all saving throws lasts until his next turn. The weapon must be wielded in order for this bonus to apply—it does not function while the weapon is sheathed or otherwise stowed)
613 left for scrolls, potions, etc.
stormraven |
You've got a lot of question marks. Are those questions for me or yourself?
The value of any sell back item is 75% - so your Hat of Disguise and Belt of Wisdom.
On a quick skim, the one obvious 'no go' I see is your Amulet of Mighty Fists. It is a +1 minimum. You cannot purchase an enhancement without getting the +1 first.
Orin Vanderwhal |
I thought the AoMF was the exception to that rule?
I'm almost certain it is, but perhaps SR wants to houserule it. I think the guardian power is a good one for Orin, because any time I use a spell in a round instead of attacking I can free action boost all of my saves by 4. Not too shabby. Did you pick up an AoMF with Jayse? Lots of cool possibilities there.
And yeah, the question marks were for me. Typing that up took WAY longer than expected. When I finalize it I'll post it here again, but I'll use spoiler tags this time, hehe
stormraven |
Yep, never read through the whole description of the Mighty Fists but it does indeed say it is an exception to the rule.
Orin, is your +4 to saves just a neat ability or does it have something to do with the Amulet... cuz I'm not seeing the connection?
Jayse |
Hmmm... that's tricky. I would assume the weapon (or item in this case) could only allocate its own enhancement bonus to saves. You're suggesting it can reallocate your hair's bonus to saves.
I'll be interested to see how Stormraven calls it, though.
And yah, i've gone back and forth about an AoMF of some flavor or another. Most predominantly I've considered one that's simply an Evil Outsider Bane to bring to bear against Naladoria or her ilk.
My current gear-purchase doesn't call for it, though. They're just so freaking expensive, and my Destiny Blackstone gives me a +4 as it is.
EDIT:
regarding Orin's AoMF suggestion.
...Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks.
The wording here just says it grants the special ability, and the hair does have its own enhancement bonus. Yah, I can see this either way. Tricky, indeed.