Had a friend do a similar thing. Huge tower filled with magical traps and what not, all sorts of evil creepies ready to eat the party, with the obligatory BBEG casting an evil spell to destroy the world on the top of the tower. He forgot that flying was possible. Skipped the entire tower by having the druid wildshape into a giant vulture and carry the dwarf barbarian and halfling rogue up. The wizard just cast fly on himself, and then they proceeded to beat down the BBEG, who the DM planned would start buffing himself after the PC's went into the tower. Suffice it to say, it was a one round fight, and we were done with that leg of the campaign in an hour.
Fun side note, because there was nothing further planned in the campaign after that, we played Munchkin while the DM berated himself.
IMHO a wizard, even not fully optimized, will always be a help to a party, so long as the player makes good tactical decisions.
I do like the idea of taking mindchemist for the cognatogen, because essentially for a one level dip you are gaining the equivalent of (2*however many schools you would want a high dc for) feats. (Spell Focus and Greater Spell Focus.) as a buff for a pretty significant amount of time. Add in actually taking those feats, as a human you could potentially be a Mindchemist 1 / Wizard 1 and have a dc of 19 (10+4 from 18 Int Mod, easily made higher on a 20pt buy)+ 2(Int after cog)+1(SF)+1(GSF)+1(spell)) for a first level spell. Sleep is now just about impossible to save, thus making it even more BA than it was before. As a level 2 character, that's pretty impressive, no matter how you look at it.
Add in the small bonus of brew potion and that makes it a pretty nice looking dip to me. I might have to steal this idea for an NPC...
As for being an ultimate mage, while you may be one level behind other wizards, I feel like the overall bonus gained from the DC boost is well worth it. Also, when you don't feel like wasting any of your higher level spells (and who still really prepares that many damage dealers at low levels?) you can still toss a few bombs for extra damage.
Also, with taking even one more of the craft feats (wondrous being the obvious, magic arms and armor being a close second for the party) you are now a walking magic shop, assuming you get enough off time.
All in all, I see more good than harm from taking the dip, other than the one level behind, but you are still on par with a sorcerer for available level of spells. /serious
Now, if you try this as a sorcerer, you should slap yourself with the CRB first. /sarcasm
Magic Missile. Even at 14, its still not a BAD choice. Guaranteed damage is never a BAD thing. Anything that buffs the party is good as well, because even a +1 to hit is helpful. Things that target REF and WILL saves will still be possible as well, just use them sparingly and only if you know that one of the saves is low. And spell focus if you don't have it is good.
Mystically Inclined wrote:
If you're trying to fulfill both functions, you could go with a full BAB melee class that uses a reach weapon and trips. If you can get someone to cast enlarge person on you then nobody gets by without a tripping attack of opportunity. Pretty good battlefield control, especially if you have a predominantly ranged group, or a sneak attacker.
Add in combat patrol later on and have a moderately high dex for more AoO's than you can shake your 'Stick of Reaching out and Tripping People' at.
Easy fix. The qinggong archetype loses this ability. Mechanics are obvious reasons, fluff reasons could be that when a qinggong monk uses their ki to fuel their powers it saps their strength more strongly. Or they never learn to meditate properly in this way because so much of their training is focused on their qinggong powers.
Teleport is already a 5th level spell, so I would not recommend using that as the base for this being a Magus spell, only because the utility of teleport is mostly out of combat. Dimension door would be a better start IMHO, and I would use a 5ft radius centered on the destination, origin, or both chosen at the time of casting dealing 1d6/2 levels, max 10d6 and call it a 5th level. Alternatively, as an expansion to this idea, at the time of casting you can subtract 1d6 to add 5ft to the radius, up to your caster level in feet. So a CL20 version would deal either 10d6 in a 5ft radius, or up to 7d6 in a 20ft radius. For a 5th level spell that doesn't seem so bad to me. Also possibly make it a full round action so that it ups the action economy. Multiple castings of this in one round would be a little too nasty for my tastes.
Putting this one on here for all those party's that have a prepared caster.
The only problem with this that I see, unless I am crazy, is that Knowledge (Arcana) is a trained only skill, which means it can't be used untrained. At least that's how I have always run the knowledge skills. Maybe its a houserule I have always had, but I am pretty sure its RAW. (No access to books at this time.) That said, if I am right, even in a very magic rich campaign going off of those rules, unless someone spends a skill point for it (unlikely for a fighter, who would greatly benefit from knowing when BBEG is casting a spell) then they automatically fail.
No problem. Its in Gods and Magic, I believe. Typically, if there is time to spend a standard action using the wand first, then its better to just use it just in case. Add in the Arcane Bonded item, as mentioned, and you have more spells than a sorcerer can shake a stick at. Also, I considered the possibility of putting a quickened version of this into a staff at higher levels. 10 free 3rd and lower spells every day. If that staff is also your arcane bond, you don't even need to spend the feat for it, and while it will cost you some gold, its absolutely worth it.
Feat: Create Wand + Spell: Channel the Gift = Wand of Channel the Gift. Now that wizard may have to lose an additional turn to cast one of his spells, but he can spam it forever. Said wizard prepares all different spells as per the norm, decides he NEEDS to spam, and now he can, although not as well as a sorcerer with the same spell. Difference? The wizard can still change spells, and can still cast a spell in a hurry if its absolutely imperative. Sure, its only 3rd level and below. How often do wizards need those? The early levels of the game, mostly. By the time you are casting your 5th level spells, the wand will be mostly a fun toy, used to tick off that sorcerer that says he can spam spells. Too bad you can spam more of them.
Yikes. Things are getting heated in here.
I am of the school of thought that both classes have their benefits. A sorcerer will outshine a wizard 99% of the time when that sorcerer has use for all of his spells known. The problem is that that only happens on occasion. The wizard, however, if played intelligently (you do have an 18 Intelligence, right?) will outshine the sorcerer the rest of the time. Particularly if the wizard has taken the appropriate precautions. Contingency is FAR more useful to a wizard, as are any of the craft feats. In addition, a simple bit of tactical planning and information gathering by the scout (Familiar, if necessary) means the wizard has an idea about what spells will be most useful to prepare.
A sorcerer does not have that option. Thus, while in very specific encounters I can see a sorcerer excelling, they are still IMO a marginally weaker class than wizards. Until we add in magic items, then wizards = gods.
Text exert verbatim from the books regarding RoW:
The wearer's arcane spells per day are doubled for one specific spell level.
That is obviously spell slots, not spells known. Also, that's kind of why there are multiple levels of the RoW. Each spell level's slots. Plus, if you think about it, allowing it to increase spells known would be horribly broken. Follow my logic. I am Sorcerer. I have RoW. I don't know a spell that will help us storm the castle tomorrow, because I took Control Summoned Creature and there are no casters to fight here. Let me take my ring off, and then put it back on. Ok! Sorcerer forgot Control Summoned Creature! Sorcerer learned Dimensional Door!
Rinse and repeat. Now sorcerers would be prepared spell casters. Sort of. Not buying it.
You do not need a caster level to use magic weapons, armor, potions, and most wondrous items. You need either the Use Magic Device skill or levels as an appropriate caster to use Spell Trigger items (Wands, Staves, some wondrous items) and Spell Completion items (Scrolls, very few wondrous items).
The text you quoted was from CREATING magic items. You can use a computer, but can you create one? Same logic applies.
71. Because its Friday night, you have nowhere else to go, and a massive stockpile of pizza rolls, mountain dew, dice, and other people who keep telling you it's more fun in a group.
72. You heard that "They" are taking the hobbits to Isengard, and really want to know what the hell a hobbit is, but have yet to see one. Hopefully they are tasty.
If you want to make him as he was in the movie, then level 5-6 is fine. If you want him to be WHO he is in a D&D game, the OP is right on.
I was going more this route. A straight movie version would be very much powerful, but then again, the movie didn't have all sorts of magical creatures. Well, maybe a few twisted by alchemy or necromancy, but nothing as weird as, say, a Ghorazagh.
In real life, I don't think he can be accurately statted out using PF rules, but to stick with just the movie specifically, probably around 5th level fighter would be right. Maybe a level or two of aristocrat.
Also, my reasoning behind the low charisma is that even though he is a leader, its more from his birthright and deeds than from his actions. Granted, some of his speeches are pretty epic, that can all be from Skill Focus (Diplomacy), and if you watch the movie he does more intimidating than anything, which is made up for with powerful build. Besides, if he really was so charismatic, he would have been able to convince the other politicians to allow him to take the rest of the army.
EDIT: If I had to try to stat out the real life version of Leonidas, I would say probably this:
So got bored watching 300, and decided to start statting up Leonidas. In my head, 20th level Phalanx fighter. 25 point buy. Used WBL to come up with appropriate (and useful) gear.
FINAL STATS WITH ITEMS (Including 15 total castings of wish)
Belt of Physical Perfection +6, Bracers of Armor +8, Boots of Speed, Amulet of Natural armor +4, Cloak of Resistance, +5 Bashing Arrow Catching Heavy Steel Shield, +5 Defending Shield Spikes, +5 Throwing Distance Returning Longspear, +3 Keen Gladius.
For Feats I was considering Combat Patrol and Lunge for when there's lots of guys charging, Whirlwind just to use the reach from lunge and the spear when there is no need for the Combat Patrol.
On the stats, I picture the high dex being vital to gaining the multiple AoO's from combat patrol, as well as beefing up the AC. Low on sleep, but AC as is I calculated to be at 42, higher when not shield bashing due to the defending property on the spikes. Also, I know there were no spikes on the shield in the movie, re-skin it if it matters that much.
(Anything can be rationalized.)
There is, unbeknownst to us mere mortals, a fountain of pure, liquid adamantine. Upon becoming as master of the forge, the crafter must enter the cave which houses the fountain of adamantine, overcoming the dangerous creatures, traps, and other smiths waiting in line like they are at the DMPV. (Department of Material Plane Vendors) Once their, it is a simple matter of creating a masterpiece, one per customer, and returning to their humble shop, many hundreds of miles from the fountain. Coincidentally, the trip costs them exactly 2,998 gold. It is customary to leave a 1 gold tip at the tavern which provides free ale to all smiths, courtesy of the epic level dwarves (and that one goblin with the lisp) who run it just because there is nothing else for them to do, and they have the spare coin. The other gold is for their trouble. Consider them that make the adamantine weapons more charitable than any cleric, more noble than any paladin, and more ingenious than any rogue, because while you are busy slaying monsters for fun and profit, they are doing it mostly for xp, and by being super charitable and stuff they get mad bonuses from their modified vow of poverty, and plan on showing up to the party at the end of the world decked out in full adamantine garb, with total ac's in the ballpark of 7000. (Don't ask how, you don't wanna know.)
This is a homebrew mechanic I have used once before for a large battle. Set an arbitrary number of rounds based on cr of enemies in the PC's immediate vicinity. (cr - apl + 3 is what I used) Do not tell the PC's this number. If the pc's defeat the group in less time, they are starting to turn the tide in their favor and can take a moment to direct NPC's nearby where they are needed most (We need more archers on the southern walls!) If they tie, they are merely holding ground. If they take more time than allotted, NPC's arrive to help, but then a leak in the defense opens somewhere down the line. Now the party has to deal with the leak, and give them another number of rounds to accomplish it. After enough losses, things can get really bad, and the reserves get called in to fight the big bad evil thingy that made its way into the castle/onto the walls. Oh, and when the PC's continue winning a lot? Orcs ain't stupid when it comes to warfare. They can do the same. Give the PC's more enemies to fight as they continue doing well. Also, award ingenuity with more rounds. "All we have is this wand of invisibility? Fine, use it on the catapult ammunition before we fire!" Maybe not RAW, but I'd allow it just to see a bunch of orcs go splat from an invisible boulder.
If you want to REALLY give the players something different, let them go on the offensive. A handy teleport behind enemy lines, followed by some chaos, running away, and teleporting back/somewhere else would make for some very interesting battlefield confusion.
I would call that a little bit of both player entitlement and lack of immersion, and a lot of 'player-gm miscommunication.' What I recommend is sitting down and talking with your players to find out if they are even interested in the possibility of losing. If all they want is to crash through dungeons with no worry about losing, let them do it on a trial basis. After a few sessions of them not being challenged, talk to them again. They will probably see how bored they are, and you can give them the old "I told you so." Just don't be a jerk about it. If, after a few sessions, they are loving the game being on easy or 'god mode' then just go with it. However, if YOU are not having fun with it, talk to them about it again. Honestly, talking to your players will solve almost any GM's problems. I feel for both the players and you, because nobody likes when their characters become disabled, and nobody likes when their players aren't enjoying the games or looking for 'the easy way out.'
What NOT to do: Become a draconian GM that will not allow them to re-roll and force 'status effects' on players, put them into constant situations that keep them from doing what they do best, and never give them a chance to shine.
All in all, give them some spotlight time where they get to do anything they want, and mix it up with the occasional challenge. Just don't go killing all the players. (even if you really want to, and you think they deserve it)
Well, maybe if they REALLY deserve it.
First, I didn't read the whole thread.
Second, tried this homebrew.
"Power of the Wise - Starting at 5th level, Monks may use their Wisdom in place of their strength for the purposes of qualifying for feats, making attacks, dealing damage and cmb/cmd, but NOT for using skills or making strength checks. By spending a ki point, the monk may ADD his wisdom modifier to his strength modifier instead of replacing it. A monk with a negative strength modifier always applies it to his wisdom modifier when his wisdom is used in this way."
Didn't seem to bad. Still had to have a high dex and con as well, but not having to drop points in str was pretty nice. Wasn't exactly out damaging the fighter, but definitely was able to handle quite a few encounters.
I'm in agreement about the monk needing to be treated as 1 size larger for the maneuvers.
...and his journey to the Dark Side will be complete.
You have no choice now other than to do this and wear the emperor's robes. Also, paint the paladin's armor black, maybe give him construct arms and legs, and make him take one level of universalist wizard. Oh yea, and his sword has to be on fire. And having your own anti-paladin lackey is a great plus.
Another fun way to make money if you have a nice high bluff (you do have a high bluff, right? Ok, good) is to go to a graveyard, along, late at night, with no nearby clerics (small towns tend to have them) and make some zombies. Have them start attacking people. Do not tell the party. Tell the mayor you can handle his problem. Kill off zombies. You are now the lone hero that saved the day, and you can collect that wonderful reward money.
Alternatively, use a zombie horde to destroy a nearby village and loot everything. Now you have more bodies too. Just tell the party your character is going on a 'nature walk' or something like that.
Also, 100% agree with not letting anyone ever know that you are trying to be a lich. For some reason, people tend to think badly when you say "I wanna be a lich when I grow up."
Craft wondrous will help if only so that you can make the headband, hat of disguise, and cloak of resistance at a cheaper price, and since your already evil you could charge the PC's full price for any wondrous items they want on the side, just tell them yours are better than the ones in that OTHER store. You know, the one that was conveniently burned down the other night?
If things get really really bad, you could always kidnap the paladin and summon a pit fiend... I hear those guys pay big money for paladins. ;)
An interesting route that I have seen for a cleric of desna is taking chaos and travel for the domains. As long as you GM gives you the OK, the travel domain's teleportation ability works nice with the dimensional agility feat tree, and the chaos domain not only works well flavor wise, but gives you access to animate object, which is pretty nifty using the ultimate magic stuff. Not really an optimized route, but fun.
I have 1 player, but we are on different shifts. I considered an online game, however I move around too often to have any reliable internet access. Either way, I have been building characters, pouring over RotR to run when I get back, and been keeping busy. Just was curious about how many people are in the same position as I am and what they have been doing to get their PF fix. BTW, for those that are like me and don't have a group around, the novels have been awesome to pass the time.
Found this little gem, here's a RAW reference that will make things as clear as mud:
Bandit Rogue Archetype wrote:
Ambush - At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action. This ability replaces uncanny dodge.
I would call that proof that you can't take a swift during a surprise round, but that's just me.
No, sorry, I must have not been clear in my explanation. There is no difference between using flurry with a weapon or without a weapon. However, instead of using your normal base attack bonus, you use your monk level. Let me give you a breakdown of how regular and two weapon fighting works with fighters, then compare it to monks and their flurry.
lvl 1 Fighter with strength 17 standard attack:
As you can see, as a monk you are getting the same bonus as a two weapon fighter on your attacks with flurry of blows, but when only making a standard attack you are behind the fighter in your to-hit. Thus, if possible always flurry, because as you progress it will eventually become more accurate than your normal attacks.
If you cast Shillelagh on your staff, it will be 1( Class level) +1 (shillelagh) +3(str) -2(flurry) = 2 attacks at +3.
The table for flurry of blows just gives you a faster reference so you don't need to take the time to calculate it, just add your strength score and any other additional modifiers to it and your ready to go.
Essentially it is a -2/-2, using your monk level as the base attack bonus, but they give you the chart to make it easier. If you don't have access to the chart for whatever reason, and you are a 3rd level monk, you know that the flurry of blows attack would be made at +1/+1 because 3(your level) - 2(from treating flurry as two weapon fighting) = 1.
On the druid side, if you focus on your wildshaping, combined with being a monk you will deal a significant amount of damage.
Ok, that is what a gestalt character is.
Flurry is almost the same as two weapon fighting, but you can't use two weapon fighting with flurry. The difference is that flurry allows you to use your monk levels as your base attack bonus, which is a big plus.
Also, druidmonk is the best gestalt combo IMHO other than possibly wizard + cleric/mystic theurge + class.(whatever you feel like, maybe druid for the wild casting, who cares? go crazy, you are already a god from being a cleric and a wizard.)
Acid Splash (Sp)... takes maybe 20 seconds?
Probably 2, but there you go thinking outside the box. That's illegal.
As for the problem (IMHO) with taking twenty on a strength check, under a situation like that where you are bound, you are likely not at your peak, physically. Probably not a lot of room. It is notoriously difficult to break free of ropes (even duct tape is hard, trust me, I know) and allowing anyone to take 20 on something like a strength check doesn't make sense to me when there is no room for you to move your arms to gain leverage, and you are using some of the weaker muscles in the body. But, that goes into my overall dislike in how strength gets handled in most games anyways. (No, I don't have any better ideas to make it work. I'm not that smart.)
BUT, there kind of is a consequence if you fail, in an abstract way. If you fail, you eventually will be either killed or tortured or something bad. Friends don't usually tie you up and leave you there.
would like to point out that Breaking Bindings (rope) is the Binder's CMB + 20 (I think).
Not exactly:DC to break a hemp rope is 23, dc to break a silk rope is 24, Spider's Silk is 25, chains are 26. By theory, a 1st level character with maxed out strength could take 20 and break all three ropes, but not the chain.
An average character with one rank in escape artist as a class-skill and a dex of 12 can get out of anything, as long as the rope tier's cmb is less than 5. So anything other than ANOTHER 1st level character with maxed out stats, mostly.
Escape artist is not only more plausible, in many cases its more effective.
Well, make sure that your GM is ok for homebrewing things, first. What it sounds like you are trying is a Gestalt character, and most GM's will be wary of that unless all the players are doing it.
Second, you do not and can not use two weapon fighting in conjunction with flurry of blows. Flurry of blows and two weapon fighting don't stack. However, using flurry, you can still make the two attacks with the staff, and they will be at +2 (-1 from flurry, +3 from strength) as a full attack action. I am 90% sure that you can still make two attacks with the staff using the normal rules for two-weapon fighting as a standard action, but you would ignore the fact that you have flurry of blows completely in that case.