Paladin

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I know the person that did this guide is missing, but I feel it's a really good guide, and feel the need to (as I'm playing my gestalt wordcaster) to make some additional comments, corrections, and suggestions. So apologies for necro.

First: The author makes note of a level 9 caster using the "Glide" spell for 9 minutes, when it's round per level, not minute per level. Keep this in mind for your planning, though it's still a great spell.

Second: Fog Bank is more exploitable than the author lets on. The key thing to do with Fog Bank is to -always- -always- Boost it.
Step 1.) Cast Boosted Fog Bank over yourself, giving you Total or normal Concealment.
Step 2.) Wait until Next turn.
Step 3.) Next turn, Step outside of Fog Bank by one square, fire your spell or whatever, then use a swift to move the Fog Bank 10 feet, covering yourself with normal/Total Concealment.
Step 4.) Rinse and Repeat

This is -really- powerful. And not only is it powerful for you, but you can have your fellow party members use the Delay action to set themselves up on the initiative next to yours, and with coordinated movement, you can all benefit from the same effect each round. Ranged Rogue needs concealment to cloak for their sneak attack each round? Done. Does a party member just want 50% miss chance on them for the rest of the encounter? Done. Be creative with this. And then your GM shall always keep a moderate wind/fire area spell at the ready to clear it.

Third: Crossblooded... Some things to keep in mind...
1.) While you get one less spell known per level (And therefore one less word known per level), you still get the slots for that spell level. So you won't get your second level word at sorcerer level 4th, but you can still combine two cantrips for your 2nd level spell slot 4 times a day... say for instance, Acid Burn and Flame Jet, let's say you have a 20 Charisma and Spell Focus: Conjure... that's 1d3+1d4 with a 20ft Cone, and a DC 18 reflex save for half on each of those separate dice. Not amazing, but it's surely something, and more so at later spell transition levels.
2.) If your GM agreed to allow you to use the Human Sorcerer Extra Spell Favored Class Option for words: For levels 1-4, you can use those for cantrips as those are spells that are below your highest spell level you can cast, and furthermore... since you have to take Meta Words in place of one of your spells, keep in mind that Distant and Lengthy are Meta Words that are 0 Level, and therefore you could take them in this way. Also keep in mind that like the example provided before, you -can- cast level 2 spells at 4th level, and therefore can start getting your bonus 1st level spell from this Favored Class Option at that point.

Two additional notes on Paladin/WoP Sorcerer Gestalt Cheese:
First: I think in my previous example I doubled dice with Litany of Righteousness. That was incorrect, as it doubles the result, not the dice. This is very key. Wish I could edit posts.
Second: I've figured out that if I went with the second level word "Corrosive Bolt" for Magical Lineage, along with Primal Elemental Acid/Maestro Bloodlines at level 10, with Smite Evil and Litany of Righteousness... I could cast Intensified Lengthy Selected Corrosive Bolt on an Evil Outsider, and get
5d4(base)+5d4(Intensify)+10(Primal)+20(Smite Evil), which gives a potential of 70 Damage, and then Litany of Righteousness doubles the result for a potential 140 Damage just on the first round, and should this Evil Outsider try to cast a spell (or spell-like ability), it must face a potential DC 82 Concentration Check to do so, since spell-likes require a Concentration check as well. On the following rounds, it would deal (5d4+5d4+10+10)*2, for three more rounds after the first. Such a wonderful, exploitable, spell.


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Oh, and lest I forget, for Paladin/WoP Sorcerer Gestalt: The litany spells are great as swift actions, but the best is Litany of Righteousness

Double all your damage for your spells against a target as a swift for one round. Litany is language dependent, but if you take Maestro bloodline, at level 8 everyone that can speak a language understands you. This means if you do crossblooded Primal/Maestro, you're the perfect blaster in this gestalt situation.

In the example he gave about how bonkers specific spell feats for blasters are, Brewer said that at level 15, with Magical Lineage, Spell Specialization, and Spell Perfection all aimed at Acid Burn, a Maximized Intensified Acid Burn + Lightning Blast + Fire Blast with Boosted Burst, you'd get 20d6 damage over an 80 foot area. Let's say you also have Crossblooded Maestro/Primal Elemental Acid bloodlines. Well, if the BBEG is surrounded with his evil mooks, you could call for Smite Evil upon him the turn before, then the following turn, use Litany of Righteousness as swift and cast the damage spell, you'd get 20d6+ 20 (Primal) + 15 (Smite Evil) for the BBEG, and 20d6+20 for the rest. Then after resolving those damages, assuming they're evil, you'd -double- them, for a whopping 40d6+40+30 on the BBEG, and 40d6+40 for the rest.


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Thanks! I also noticed this was semi-addressed in the FAQ afterward. Link here.

Paizo CRB FAQ wrote:


Invisibility Purge: Does this work on creatures that are naturally invisible?
In general, yes--nothing in the spell description says it only works on spells or other magical sources of invisibility.
However, note that the invisible stalker's natural invisibility specifically says that it is not subject to invisibility purge. Thus, will-o'-wisps and pixies become visible, but invisible stalkers do not.

—Sean K Reynolds, 06/30/11

Thanks again!


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Hello!

I'm attempting to go down the rabbit hole that is The Grapple Rules. Tetori seems interesting, but it throws in Grab and the like, which makes things complicated.

I did some research beforehand, so I just wanted to confirm if the following are true:

http://www.dorkistan.com/grapple-grab-constrict-pathfinder-grapple-rules-ex plained/

http://paizo.com/threads/rzs2mgv4?New-grapple-flowcharts#43

And then confirm that I'm getting the steps right:

Tetori Class Reference

Alright, so, let's say it's a level 13 Tetori, since I think that's the most murky.

I have Improved Grapple, Greater Grapple, Rapid Grappler, Pinning Knockout, and Grab that can be activated on creatures my size or lower for 1 ki, or one size larger for 2 ki. Let's say I also have Power Attack, and an Amulet of the Mighty Fist +1 Flaming, with a 16 STR.

So, If I wanted to grapple someone, I'd...

1.) I spend 1 ki point before I start any attacks, to make ALL of my attacks gain the ability to Grab creatures my size or smaller. Nevertheless, I decide to do a move and then an Attack Action with Unarmed Strike and Power Attack. Power Attack lowers my AB and CMB by -3. But, I add +4 to my CMB from Improved+Greater Grapple, and by virtue of simply possessing the "Grab" ability, I gain another +4 to my CMB.

2.) Round Passes, the creature tries to escape my sexy oiled wrestler body, and fails.

3.) New round starts. I decide I still want Power Attack activated, giving me -3 to my AB/CMB. I take a move action to maintain my grapple via Greater Grapple, and succeed. I don't need to spend anymore Ki points, as for the rest of the grapple, I'm treated as having Grab. Therefore, after my success, I deal automatic damage from Grab, which is equal to 2d6(Unarmed Base)+3(STR)+6(Power Attack)+1d6+1(Flaming +1)=3d6+10. After that, as part of my maintain, I decide to use the "Damage" action, and decide to do nonlethal damage. I deal the aforementioned damage again, and after getting my damage result, per Pinning Knockout, my non-lethal damage result is doubled.

4.) I use my second move action to make another Grapple Check as per Greater Grapple, and succeed. I get bonus damage from Grab again, and I decide to do the "Damage" action again with nonlethal damage once more. Effectively I've done the same as I did with the previous move action.

5.) I use my swift action to make yet another Grapple Check, as per Rapid Grapple, and repeat the process over again.

6.) In the second round, with the three grapple checks, I have now dealt 6d6+30 Bludge + 3d6 Fire Lethal Damage, and 12d6+60 Bludge + 6d6 Fire Non-Lethal Damage.

Please tell me what I did wrong. I phrased things in no uncertain terms so as to make it easier to pick on. Once there's enough input, I'll edit as necessary and post a new step-by-step for review incorporating corrections.

Thanks!


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Hey James... Asked you a question back in November of last year, appreciated the answer. But of course, as you know, players are never satisfied... especially since I couldn't find any satisfying answers on the forums :p

Here's a question for you:
How do abilities that allow you to roll two d20s instead of one... interact with reroll abilities?

Do you reroll both d20s? Only one? Or...?

Here's some context (links lead to Paizo PRD entries):

The Perfect Strike ability lets me roll two dice for an attack roll, and choose the higher result.

The Inquisitor's Preacher Archetype has the determination ability, which can let me re-roll an attack roll before the result is known.

Hence, if you use both of these abilities on one attack roll, what is supposed to happen, or at the very least, intended to happen? Apart from my GM throwing his rulebook at me, anyway :P

Thanks again!


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I was going to make this long question thread, and then I found this, and I'm like "Wow, James is a totally agreeable dude".

Anyhoo, question:
The Make Whole spell can fix destroyed Magic Items. Can it also fix destroyed mundane items, or only destroyed Magic Items?

Also, I read about your intention for this spell here, and it's most appreciated, I always found the "save the magic items over myself" to be silly as well. So Thanks!