Morbid Eels |
What are the best ways for my Polearm Master fighter to protect himself against spells? (without multi-classing please)
He just seems to fail against every spell thrown at him, even fortitude-based ones, which are by far the best saves he's got. He's always expected to be in the front line so he gets a lot of attention from spellcasters and spends most of the time debilitated or unconscious. How can I minimize the effects of spells cast against him, both damaging and debilitating? I want to get him to the point where he can fairly reliably shrug off any magic that comes his way, though I understand that might be a stretch.
His Saves, using rolled ability scores:
Fortitude: 13 (14 con + belt of physical might +4)
Reflex: 5 (13 Dex)
Will: 3 (9 Wis)
Currently 14th level, with no helpful magic items except the belt, but we've just liberated a lot of gold from pirates and we're probably just one session away from gaining another feat.
GM Rednal |
14th level and THOSE are your saves? Yikes. The minimum viable save bonus is 11, and the point where it's decent is 15. Of course you're failing everything - you've got about a 50% greater chance of failure than you should. A Cloak of Resistance +4 or +5 is a good starting spot.
A cracked pale green prism ioun stone can give you another +1 competence bonus to all saves (very rare, should stack with everything else you've got). A Headband of Wisdom +2 is pretty cheap and will boost your Will up.
The usual priority for saves is Will > Fortitude > Reflex, because mind-control is the worst for your party (and sucks as a player), while just taking damage (about all that happens on a failed Reflex) is easy enough to tolerate. Fortitude's in the middle.
......How much money do you have to work with, personally?
Meirril |
So why don't you have a cloak of resistance? There should be plenty of them around being used by the bad guys? Unless you happen to be fighting nothing but non-humanoid monsters? Anyways, spend the big money and get a +5 cloak.
Then spend some big money to get decent armor with Mind Buttressing enchanted on it. Has to be medium or heavy armor. Do Elvin Chain if you need to stick to light for some reason. That will make you immune to charm type magic which is probably the most dangerous for fighters.
Also pick up a Ring of Freedom of Movement. Absolutely a must for fighters. 40k market price and worth it.
Feat wise its not really efficient to bolster yourself. If you are human you might invest in the human Luck feats. That will give you a once a day luck bonus just like using a hero point.
If you have an absurd amount of cash, consider taking your Amulet of Natural Armor and adding a second enchantment to it. Adding the function of a Periprit of Proof Against Poison to it should only cost 50% more, so 27k + 13.5k. That is assuming the natural armor is at least +4 or +5. Becoming immune to all poison will save you quite a bit of grief.
Morbid Eels |
......How much money do you have to work with, personally?
I think we got 320k-400k gold, with some of its value as gems etc. It hasnt all been counted yet but that is the rough number out GM gave us. So splitting that between 4 people I guess I have between 80k and 100k to spend.
So why don't you have a cloak of resistance? There should be plenty of them around being used by the bad guys? Unless you happen to be fighting nothing but non-humanoid monsters?
Its mostly been a charitable monster hunt until we ambushed these pirates. (Which was the original quest before we got sidetracked by all the poor villagers in need of saving, and a spooky underwater cave system. Our xp gain has been very fast this game and I think our GM realized how under-geared we all are so made the pirates strangely wealthy to compensate.)
Any other priorities for my shopping list?
Mark Hoover 330 |
Y'know another way to win against spells is not being a target. Getting an Improved Invisibility on yourself, taking a Fly spell and attacking from range with your backup weapon can also help towards not getting nailed with a debilitating condition.
Otherwise Cloak of Resistance for a Resistance bonus, a Luck Stone for a +1 Luck bonus, the Ioun Stone mentioned above for a +1 Competence bonus, the Headband for Will saves and perhaps converting your belt into a Belt of Physical Might if you expect to face a lot of Ref save based spells.
Another thing, VERY cheap to do, is use any item that removes Line of Sight to you. Invisibility, fog, getting behind Cover, Concealment items... all of these have the potential to hide your PC from being targeted by enemy spellcasters. If the spell has an effect that targets a specific creature or creatures but there is something breaking Line of Sight between you and the caster, they can't specifically pick you as a victim.
I say it's cheap because if you've got the actions to use, a Smokestick is only 20 GP. Alternately a Potion of Vanish buys you one round of Invisibility for 50 GP. These might not be permanent solutions but they're a cost-effective way to grant Concealment for a round or 2, during which time you're safe from being the target of the enemy's shenanigans.
GM Rednal |
Well, that depends on whether anyone in the party can do crafting and get you this stuff at a lower price. o wo
At full price...
Cloak of Resistance +5 = 25,000
+ Cracked Pale Green Prism = 4,000 = 29,000
+ Headband of Inspired Wisdom +2 = 4,000 = 33,000
+ Mind-Buttressing Armor
That last one is a minimum of +3 (9000 GP), but you could plausibly go for a +3 Mind-Buttressting Armor-of-Choice (25,000 + Armor Cost) and have some GP left over to improve your weapon. Permanent immunity to charm and compulsion effects is REALLY, REALLY GOOD for you.
Morbid Eels |
My fighter is in +3 fullplate with a +3 flaming weapon already, which i didnt mention because they dont help against spells, but that does mean I dont need to factor in weapon cost and could possibly trade-in the armor for a bit more cash if I need to.
I'll suggest the Mind Buttressing Armor to my GM but as its not from a hardback they might not let me get one.
Out of those concealment-related items what would you recommend most for my fighter? I'm not very familiar with the activated items.
Meirril |
I'm going to speak out against the concealment related items. First thing is it moves the target from you to someone else in the party. Being the front line fighter usually means part of your job is taking the hits.
Second thing is it takes your actions to use them. That means using a standard action to avoid a spell instead of fighting. If you really like the idea then take Leadership and get a cohort that does that sort of thing with his actions instead of using up your fighter's actions. Usually cohorts aren't quite powerful enough to stand toe to toe with your party, but doing battlefield denial is something they can usually accomplish as well as a higher level character.
If you are going to go full into blocking sight with fog/smoke you are going to annoy your party unless they equip items like fog cutting lenses/goz mask. If you do go that route, make sure you inform the others so they can buy a similar item.
Mark Hoover 330 |
Just remember: using Smokesticks may require a Move action to take out and throw it into a square other than dropping it as a Free action in your own square. Also have to have a fire source handy just to simply light it. Otherwise if you have to create some kind of fire that eats up additional actions. A Tindertwigs for example (another alchemical item) costs an additional 1 GP/Tindertwig and require a Standard action to light a fire or a Smokestick.
A potion requires a single Standard action, period. You don't need a special skill to use them.
So if going Smokesticks and Tindertwigs each use requires a Standard action to light, a Free action to drop it in your own square or a Move action to toss it into a nearby square, and costs 21 GP. For 50 GP and a Standard action you could disappear for a round (Potion of Vanish) but this is not useful if you think you'll be fighting a lot of folks that can see through Invisibility.
There is yet another option though that simplifies ALL of this, though it is pretty expensive. For 4,500 GP you can purchase a Saltspray Ring. This device generates a wet mist out to 10' around you that moves with you at any time, simply by speaking a command. There is no duration; it's either on or off. The mist acts to give Concealment like Obscuring Mist and also extinguishes mundane fires within the area of effect.
BadBird |
If you have decent charisma you can swap many will saves to charisma with a trait through Extra Traits, but I'm guessing this is a stat-dumped character if we're talking low WIS.
The Armed Bravery Advanced Weapon Training feature is useful, but since Polearm Master gives up Weapon Training it's not so functional. If your GM allows it, you could count your Polearm Training as Weapon Training for getting the Advanced Weapon Training feat and maybe wearing Gloves of Dueling.
I know you don't want to multiclass, but for what it's worth, one level of Cleric can potentially grant both a major bonus to Will save and the ability to reroll failed will saves (Honor subdomain). Multiclassing is pretty painless on a Fighter, and combined with Iron Will you could get pretty close to 'shrugging off' enchantment attacks.
Volkard Abendroth |
What are the best ways for my Polearm Master fighter to protect himself against spells? (without multi-classing please)
He just seems to fail against every spell thrown at him, even fortitude-based ones, which are by far the best saves he's got. He's always expected to be in the front line so he gets a lot of attention from spellcasters and spends most of the time debilitated or unconscious. How can I minimize the effects of spells cast against him, both damaging and debilitating? I want to get him to the point where he can fairly reliably shrug off any magic that comes his way, though I understand that might be a stretch.
His Saves, using rolled ability scores:
Fortitude: 13 (14 con + belt of physical might +4)
Reflex: 5 (13 Dex)
Will: 3 (9 Wis)
Currently 14th level, with no helpful magic items except the belt, but we've just liberated a lot of gold from pirates and we're probably just one session away from gaining another feat.
- Buy a +4 or +5 cloak of resistance - you should have had this ages ago.
- Advanced Weapon Training: Armed Bravery (+4 Will save at this level)
- Advanced Weapon Training: Fighter's Reflexes (+3 to Reflex at this level. +5 if you have gloves of dueling.
- Look for a way to get Heroism. Usually this just means buying a Pearl of Power for one of the groups casters.
This short list alone gives you
Fortitude: 20
Reflex: 17
Will: 14
I would also consider buying a +4 headband of wisdom and getting a +1 inherent bonus to wisdom, adding another +3.
*When you took the archetype you gave up Weapon Training, by far the most powerful and versatile of the fighter's abilities. Even without Advanced Weapon Training feats, you still screwed yourself by giving up your ability to benefit from gloves of dueling.
Morbid Eels |
If you have decent charisma you can swap many will saves to charisma with a trait through Extra Traits, but I'm guessing this is a stat-dumped character if we're talking low WIS.
Yes, charisma is a 7, and intelligence was only a 10. I had fantastic strength, middling dexterity and con though.
The Armed Bravery Advanced Weapon Training feature is useful, but since Polearm Master gives up Weapon Training it's not so functional. If your GM allows it, you could count your Polearm Training as Weapon Training for getting the Advanced Weapon Training feat and maybe wearing Gloves of Dueling.
They said no, unfortunately.
I know you don't want to multiclass, but for what it's worth, one level of Cleric can potentially grant both a major bonus to Will save and the ability to reroll failed will saves (Honor subdomain). Multiclassing is pretty painless on a Fighter, and combined with Iron Will you could get pretty close to 'shrugging off' enchantment attacks.
I may be able to convince them to let me retrain some feats to use variant multiclassing instead, that could give me access to domains or other things that might help, any good ideas other than cleric and the honor subdomain?
*When you took the archetype you gave up Weapon Training, by far the most powerful and versatile of the fighter's abilities. Even without Advanced Weapon Training feats, you still screwed yourself by giving up your ability to benefit from gloves of dueling.
I'd noticed...
Grandlounge |
Few options some have been mentioned.
- Dip bloodrager. Rage + a familair will give you a total of four +4 or dip Id rager for iron will and rage bonus.
- buy a couple Knight’s Pennon battle for heroism or have a caster cast it on you.
- iron will as suggested
- dip any strong will class
- additional traits carefully hidden and second chance lessons of chaldira.
- ring of foe focus
- greater iron will
- dip dual cursed oracle of battle take extra revelation this will give you +2 2 rerolls or yourself and one per day for each party member.
Turgan |
Grandlounge said: dip any strong will class. I second that and recommend at level 15 switch to Inquisitor probably with the liberation domain which gives you freedom of movement when you need it (no action), alas only one round at first level, +2 on Fort an Will Saves, swift action judgement (Purity) for a +1 sacred bonus on saves.
Of course you should up your Wisdom first (+1 inherent, if possible, +2 or more via headband as someone already mentioned) to get some mileage out of the spellcasting ability. Inquisitors have a very good spell-list. Lots of buffs.
Then go Inquisitor all the way, it only gets better from here. More ore less all you lose are one or two combat feats and 1 point of BAB in four levels (depending on how long the campaign will go on).
Maybe there are better domains than Liberation, I bet someone will provide advice here soon...
Another thing: If you take all the hurt it might be a good thing to have a talk about that with your companions (or IRL with the players of those companions). They should realy be able to supply some (magical) help!
Kimera757 |
What are the best ways for my Polearm Master fighter to protect himself against spells? (without multi-classing please)
He just seems to fail against every spell thrown at him, even fortitude-based ones, which are by far the best saves he's got. He's always expected to be in the front line so he gets a lot of attention from spellcasters and spends most of the time debilitated or unconscious. How can I minimize the effects of spells cast against him, both damaging and debilitating? I want to get him to the point where he can fairly reliably shrug off any magic that comes his way, though I understand that might be a stretch.
His Saves, using rolled ability scores:
First problem.
Fortitude: 13 (14 con + belt of physical might +4)
I assume the other bonus is to Strength, rather than Dex. A starting Con of 14 is perfectly reasonable, but note that a fighter will not boost Con every four levels, whereas a wizard will boost their Intelligence every four levels, so you're losing the arms race on your best save.
You can boost your saves by +5 with a Cloak of Resistance; a wizard gets about half of that from boosting Int and half of that from an Int-boosting item... and note that the wizard probably didn't start with an Int of only 14.
Reflex: 5 (13 Dex)
Will: 3 (9 Wis)
This is a fighter's most important mental stat. You should have put a higher score in here, if available (which is one reason I had an issue with the rolled ability scores).
Take Iron Will, so at least you will occasionally have a mind of your own.
Currently 14th level, with no helpful magic items except the belt, but we've just liberated a lot of gold from pirates and we're probably just one session away from gaining another feat.
Do you have any spellcasters in the party? Start crafting. Also if your DM is denying you items, they are nerfing non-casters (deliberately or otherwise).
Dasrak |
One possibility you might consider is dropping your archetype. The Armed Bravery advanced weapon training option is available to any characters with both the weapon training and bravery class features, and lets you apply your bravery bonus to all will saves. That's an extra +4 to all will saves, and when combined with a +5 cloak of resistance will bring you up to a much more respectable +12.
Morbid Eels |
O.O
A net +4 bonus to your saves above the base saves (+9/4/4) for a 14th level fighter!A not so small miracle you're still intact and functioning with those saves at 14th level.
Is the rest of the party in the same shape with respect to their saves?
Mostly, but they attract a lot less attention than me and have high base will saves due to classes, but they cant pass any fortitude saves.
Thank you for the suggestions, I dont know the GM will be happy for me to drop my archetype, or even take advanced training because its not hardback. But they have acknowledged my saves are too low, so maybe.
I think I have enough to go on now.
Slim Jim |
Cloak of Resistance +5 = 25,000
+ Cracked Pale Green Prism = 4,000 = 29,000
+ Headband of Inspired Wisdom +2 = 4,000 = 33,000
+ Mind-Buttressing ArmorThat last one is a minimum of +3 (9000 GP), but you could plausibly go for a +3 Mind-Buttressting Armor-of-Choice (25,000 + Armor Cost) and have some GP left over to improve your weapon. Permanent immunity to charm and compulsion effects is REALLY, REALLY GOOD for you.
Note that the bonus from Mind Buttressing won't stack with the cloak, but yes, having the immunities is probably worth it.
~ ~ ~
Aside from that, look over your character build and contemplate the retraining rules. Next level-up, switch your alignment to lawful and take Monk[Master of Many Style]1 (or whatever other archetype suites your fancy), then retrain a fighter level to Monk2.
Result: BAB-1, F+3/R+3/W+3, ?-1(lost fighter level), +2 feats sans prereqs
Cevah |
While the Saltspray Ring is cool, you have no way of seeing through it. Therefore everything has concealment. That can be a big problem.
Moving on...
Grab a Four-leaf Clover. Slotless, 3750 gp, and 3/day can give +2 luck on a save. [Works for other stuff also.]
Also check out the Dragonbone Divination Sticks. Slotless, 6400 gp, and all day +3 luck to a single save (random each day). Get a decent chance to help a poor save.
Buy a wand of Protection From Evil and give it to a caster to use on you before combat is expected. Only lasts a minute at a time, but keeping those pesky compulsions from landing can sure help. Get the communal version for 3 minutes of protection.
Go for a spiked gauntlet version of the Carouser's Retort to stop fear problems, if you have them. Saved my butt once.
/cevah
Kaouse |
Meirril wrote:Funny thing about archetypes...you can't just get rid of them. Or is someone going to inform me that I'm wrong?Retraining rules.
It takes time and money.
Or, if your GM isn't allowing you to alter your character, just kill them and start over as a completely new character.
Cavall |
I'll never understand handwaving your characters life so casually. Don't kill your character, improve them. It's terrible advice otherwise.
Tragically, because you no longer have the weapon class feature you lose out on counting for the spellcut feat. This would basically add +11 to your will save (for example) once a round.
What if you have to make more than one kind of save a round? Well. It's a rare event but even if you did, kill the guy who hasn't acted yet.
If you're going to retrain, maybe look at this one. You can even take a feat that allows you to cut down ray spells too, making your "touch ac" pretty incredible.
Kaouse |
If you are forbidden from making the changes necessary for your character to stop being a drag on the party (like getting rid of your archetype), then I say you might as well save everyone's time and roll a new character right there and then.
It's certainly preferable to intentionally trying to get your character killed but pretending as if that isn't case for an extended length of time. Because if you have to play with a character you don't enjoy, then chances are, nobody is having fun. Not you, not the GM, and not even the people around you.
Temperans |
Um, you could retrain 1-3 feats to get spellcut, by first getting martial focus.
Like others have said a Cloak of Resistance of at least +4 would help a lot. You could also get a Ring of Resistance +4 for 1.5 regular cost; while opening the shoulder slot for some other item (Ex: Minor Cloak of Displacement).
Slim Jim |
Spellcut is actually pretty crappy. In fact, it's really crappy. For example, your chosen save at BAB 10 can be...+10. replacing your "total" actual save (if it's worse). I.e., "total" meaning including every bonus at your disposal: base class bonus, items, buffs, feats, etc. Spellcut also has Power Attack, Cut from the Air, and Weapon Training as prerequisites. Cut from the Air is nice, and strength-based fighters will be interested, so the "feat-tax" barrier is low for them. Dex-based fighters (for whom Cut from The Air actually makes thematic sense as you're trying to bat something out of the sky), otoh, are shut out cold if they have no use for Power Attack, let alone if under STR 13 in the first place. Why either CftA or Spellcut need to be Weapon Mastery feats as opposed to regular Combat feats is also a head-scratcher.
"Knuckles Malone": 10th-level human fighter, Wis 7
Will save modifiers:
0 ... race
-2 ... attribute
+3 ... class
+1 ... trait
+2 ... Iron Will
+2 ... Cloak of Resistance +2
+3 ... Armed Bravery
+1 .... Sash of the War Champion
... = +10 total from a trait, two feats, and under 10k in items.
At 20th, Knuckles gets +5 from class, has a +5 cloak, and +5 from Bravery/AB, meaning he needs only +7 more from all other equipment and abilities to exceed what Spellcut can do.
Temperans |
You are forgetting Spellcut works vs Reflex saves, which is a bit harder to increase then Will.
If gaining Cut from the Air & Spellcut, Smash from the Air really seals the deal. You can block ray spells, save vs single target ranged spells, and block large ammunition (which are a pain).
Also the reason is that Fighter's didn't had nice things so they where given those feats to be better, and then Advance Weapon Training came out which gives much cooler things (Ex: Armed Bravery). Also, Mastery feats can be gotten even without weapon training.
Ryze Kuja |
If you're level 14, you should probably look into enchanting your armor or shield with Spell Resistance, or at minimum make sure that your party can buff you with Spell Resistance (this isn't always ideal because sometimes you get ambushed-- having SR on all the time is what you really want). It's one extra layer of defense before you have to make a Will Save (or even a Refl/Fort save too), and it's worth it.
Slim Jim |
You are forgetting Spellcut works vs Reflex saves, which is a bit harder to increase then Will.Problem:
Once per round, you can use your base attack bonus in place of your total saving throw bonus for a spell, spell-like ability, or supernatural ability that either allows a Reflex save or is not a melee attack and targets only you.
Note sneaking Paizo wording: "targets", as opposed to "hits".
--Spellcut does NOT work versus those AoE blaster spells (which, by definition, target an entire area).
Temperans |
Temperans wrote:You are forgetting Spellcut works vs Reflex saves, which is a bit harder to increase then Will.Problem:Spellcut wrote:Once per round, you can use your base attack bonus in place of your total saving throw bonus for a spell, spell-like ability, or supernatural ability that either allows a Reflex save or is not a melee attack and targets only you.Note sneaking Paizo wording: "targets", as opposed to "hits".
--Spellcut does NOT work versus those AoE blaster spells (which, by definition, target an entire area).
Well thats sad. I parsed the last part as separate from the reflex save, but yeah it makes sense. But its still a way to avoid some dangerous spell (albeit a meh way).
MerlinCross |
I'm gonna suggest 2 things but keep in mind, these are temp. They'll last about an hour which might make them good for 2-3 fights depending on how fast your group goes from fight to fight and how much of a stickler your GM is for time.
Sphere-Song - 50G.
+1 to Will but -2 to Initiative
Nimble Nectar - 200G
+2 to Reflex and Initiative but -2 to Dex Skill checks.
Now there's no rules to drinking a Concoction AND a Tincture at the same time so you might get away with it. If your GM says no, pick your poison.
But they are Alchemical based bonuses. Which means they'll stack with everything else you pick up.
Gray Warden |
Temperans wrote:You are forgetting Spellcut works vs Reflex saves, which is a bit harder to increase then Will.Problem:Spellcut wrote:Once per round, you can use your base attack bonus in place of your total saving throw bonus for a spell, spell-like ability, or supernatural ability that either allows a Reflex save or is not a melee attack and targets only you.Note sneaking Paizo wording: "targets", as opposed to "hits".
--Spellcut does NOT work versus those AoE blaster spells (which, by definition, target an entire area).
I'm pretty sure that applies only to the second condition, that is:
Once per round, you can use your base attack bonus in place of your total saving throw bonus for a spell, spell-like ability, or supernatural ability that either (allows a Reflex save) or (is not a melee attack and targets only you).
I which case, the feat would work with AoE spells.
666bender |
What are the best ways for my Polearm Master fighter to protect himself against spells? (without multi-classing please)
He just seems to fail against every spell thrown at him, even fortitude-based ones, which are by far the best saves he's got. He's always expected to be in the front line so he gets a lot of attention from spellcasters and spends most of the time debilitated or unconscious. How can I minimize the effects of spells cast against him, both damaging and debilitating? I want to get him to the point where he can fairly reliably shrug off any magic that comes his way, though I understand that might be a stretch.
His Saves, using rolled ability scores:
Fortitude: 13 (14 con + belt of physical might +4)
Reflex: 5 (13 Dex)
Will: 3 (9 Wis)
Currently 14th level, with no helpful magic items except the belt, but we've just liberated a lot of gold from pirates and we're probably just one session away from gaining another feat.
why EVERY fighter i see tank wisdom ?
i played a half elf (race trait +2 will and another +2 enchantments) .with wisdom 14 (+2) and a trait (+1).
took iron will )+2) and gained a decent will save....
base of lvl, +2 cloak only . base+9 (+11 vs enchantments) isnt bad
Kimera757 |
Morbid Eels wrote:What are the best ways for my Polearm Master fighter to protect himself against spells? (without multi-classing please)
He just seems to fail against every spell thrown at him, even fortitude-based ones, which are by far the best saves he's got. He's always expected to be in the front line so he gets a lot of attention from spellcasters and spends most of the time debilitated or unconscious. How can I minimize the effects of spells cast against him, both damaging and debilitating? I want to get him to the point where he can fairly reliably shrug off any magic that comes his way, though I understand that might be a stretch.
His Saves, using rolled ability scores:
Fortitude: 13 (14 con + belt of physical might +4)
Reflex: 5 (13 Dex)
Will: 3 (9 Wis)
Currently 14th level, with no helpful magic items except the belt, but we've just liberated a lot of gold from pirates and we're probably just one session away from gaining another feat.why EVERY fighter i see tank wisdom ?
I think it might just be you. I see lots of Charisma and even Intelligence tanking.
Cavall |
I offered spell cut as an option because it's made for people that tanked wisdom.
If you need 10k and 2 feats and a trait to boost one save vs something that boosts pretty much all saves (with some exceptions) on a growing level by level basis, I'd take spell cut.
I certainly would with those saves presented.
And the prereqs arent even a tax. Power attack? You're a fighter. Cut from air? Basically ranged attack immunity as you get better with each attack after the first to cut them down due to your full BAB vs diminishing BAB on attacks.
But it's not an either or. You can still take a will save trait.
Still, does not matter as it would require a bit of retraining in the first place.
I agree with everyone that getting a cloak of resistance is your best and cheapest bet.
Cevah |
Step 1: Buy a Cloak of Resistance +5 for 25K. This bumps all saves by 5 all the time.
Step 2: Buy a Four Leaf Clover for < 4K. This gives +2 Luck three times a day as a free action you can use even when not your turn.
Step 3: Buy a Cracked Pale Green Prism Ioun Stone for 4K. This gives you a +1 competence all the time.
So for < 34K you get +6 to all saves with and additional +2 three times a day.
New saves:
Fortitude: 19
Reflex: 11
Will: 9
/cevah
Slim Jim |
At 10th level? That's chicken-feed expenses for a fighter. and one of those feats is saved, relatively, if the fighter is not taking Spellcut, and unlike Spellcut, Iron Will and Armed Bravery stack with everything else. --A human fighter with a wisdom of 7 frankly isn't even going to stay alive long enough to reach BAB9 to even be qualified for Spellcut without having already having committed significant attention to protecting his will save. Otherwise, he's a vampire's chew-toy long before then.I offered spell cut as an option because it's made for people that tanked wisdom.
If you need 10k and 2 feats and a trait to boost one save vs something that boosts pretty much all saves (with some exceptions) on a growing level by level basis, I'd take spell cut.
And the prereqs arent even a tax. Power attack? You're a fighter.
As noted in a prior post, many fighter builds are dex-based, and don't take Power Attack. (My Power Attack builds are usually barbarians, not fighters.)
Meanwhile....
Dwarf, Wis 16, Glory of Old trait, Steel Soul feat....
...+8 will save versus 95% of the stuff in the game as a 1st-level fighter, or +10 if a rage class, or +11 as a skald with Inspired Rage active.
Slim Jim |
Maybe stop with fictional advice for fictional characters and help the OP.
There are non-fictional characters in Pathfinder now? Has the universe rifted?
THE GODS OF CHAOS ARE UNLEASHED!
HARVEY CTHULHU IS UPON US!
christian kramer |
Bruh. That will save is not only gonna get you killed, A powerful charm spell could end up killing your party.
You need a charm of fate: http://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Charm%20of%20Fate
And just a cape of free will:
http://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Cape%20of%20Free%20Wi ll5/6%20Will
Though the cloak of resistance with greater bonuses scales better.
Cevah |
1 person marked this as a favorite. |
Bruh. That will save is not only gonna get you killed, A powerful charm spell could end up killing your party.
You need a charm of fate: Charm of Fate
And just a cape of free will: Cape of Free Will
Though the cloak of resistance with greater bonuses scales better.
Linkified
The charm uses up the neck slot which is normally used by the Necklace of Natural Armor.
The cape, needs mythic to get the reroll. If you are not mythic, it is just a more expensive regular cloak of resistance.
/cevah