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Achilles wrote:
Does the fighter charge you to intercept that ogre that's coming at you? Does the cleric charge you for cures? Does the rogue steal from you? Are you in fact, merely being greedy?

How would the wizard know if the rogue is stealing from him? In all of the games that i play, rogues 'find' things all the time and just drop it in their pack. If they dont specifically tell us that they 'found' it, then in character we have no idea and must treat it as such.

To this point, unless you have another arcane caster, technically the wizard is the only one that would know what the cost is to create these items.

my 2

BC


couldnt you just enhance some leather gloves?


blackbloodtroll wrote:

http://www.d20pfsrd.com/skills/acrobatics

Here you go.

gracias


as a tangent, how can i determine how high i can jump?


loaba wrote:
Aelryinth wrote:
you should be using: +4 Mage Armor; +2 Ring of Prot, +1 Nat AC; +3 Mithral Buckler; +2 Dex booster. Cost, 24k, AC is now 24 before any spellcasting. Mirror Image and Blur are your friends.

I'd say that the buckler is optional. Everything else on the list is good stuff.

/ side note - you're a Wizard, why do you need AC? You have so many other tools at your disposal. I politely submit that if your Wizard is taking damage regularly, then you're doing it wrong. :)

Yes i'm sure i'm playing my character, that i've conceived of, spent hours conceptualizing and more hours bringing to fruition, wrong.


jupistar wrote:

How much should those bonuses be, BigCrunch?

Personally, I think they should be this much: Pathfinder - Intimidate Revised

In the situation of the 3 guards, i would give them a cumulative +5 (for them being in a group). Then perhaps a +2 to one, +0 to the second and a -1 to the third (him being the wuss in the group). A +2 to each for being on their 'home turf' and let the dice fall where they may.

However each situation can differ. In this example, if the inquisitor is also in his home area, there would be no +2 for home area. If the inquisitor's diety is the favored diety of the area, then he might get a +, etc.


Of course the real issue is that you arent counting for all of hte bonuses the guards should be getting. 1 they are on the job 2 they are in a group 3 fear of their boss

you need to take into account as many factors as you can. hell, even pure stubborness would add in a bonus, depending on the NPC


LazarX wrote:
BigCrunch wrote:


The reason for wanting to raise AC is that i have a tendency to get attacked. Alot. Probably has something to do with my characters tendency toward having a smart mouth.

Maybe it's time for a bit of character development that might include having a bit more discretion about when to be a wiseacre?

He's trending toward that. He's a middle son of a well to do nobleman (hence the extensive credit) and a family of strong, domineering personalities (Gm's backstory). So to start off, he was cocky, arrogant, and vastly overrated his ability to bust people in the mouth. As he's progressed, he's learned empathy, how to care for people,generosity and basically to not be an asshat. I think a sharp tongue would be one of the last traits he would lose, if at all.


To those saying to avoid the AC arms race, the purpose of this exercise is to get me to the point where i have a viable AC in case i get knocked about, or as in an ingame example, a freaking beer (combination bear/deer) charged through my wall of fire and decided to eat my face.

The robe bonus IS an armor bonus.

So lets review.

Dex +2
Robe +5

If i go for a mithral buckler +5 (shield enhancement) = +6
Amulet of NA = +5
Ring of Pro = +5

We are looking at a 33 AC. Nice on a non melee char.

The spell suggestions are great, btw. Our GM gives us VERY generous houserules on regaining spells, basically 15 minutes of meditation per level per spell (ie, to regain 2 3rd lvl spell i would have to spend 45 minutes meditating on each spell) so its actually feasible to have overland flight cast constantly, which is to my benefit.

Scrolls of Displacement or blur seem to be what i need as well, even though the robe i have acts as a robe of lesser displacement.


arcane blast at lvl 10 would give you a nice uni-beamish attack


Addendum: The robe allows me to D-door once per day, as the Cape of the Montebank, and gives me lesser displacement.

The reason for wanting to raise AC is that i have a tendency to get attacked. Alot. Probably has something to do with my characters tendency toward having a smart mouth.

I do go invisible and use overland flight, but somehow i still managed to get hit by Giants throwing rocks.

For the purpose of this exercise, lets say i have no money, but extensive credit.


Here is the situation. I have a wizard, level 10 (and all of his feats heretofore are accounted for) with a 15 dex and a robe that gives him a +5 to AC. That gives him a 17. We all know that a 17 AC wont do much protecting against a CR10 foe. Help me build my AC. I have one available ring slot, head slot is taken, and i cant ditch the robe.


M P 433 wrote:

I've poked through old posts to see what the community thinks about the Leadership feat, as I'm considering banning it from my game. What I won't use is the feat as written.

In the past: RAW. Everyone taking the feat chose a buff caster or healbot. Gee, big surprise. Multiple problems, least of which was that for 1 miserly Feat, players can get access to all cleric spells levels 1-4, all missing skills they didn't take, etc.

Last Game: Banned cohorts as combats took too long with one player adjudicating two characters. Indicated for this campaign I'd allow a non-adventuring cohort. Problem? Immediate proposal of magic-item factory cohorts. Rather than spend several feats to get crafting, player can spend 1 feat and gain access to 4+ crafting feats from the NPC, just funneling $$$ when needed.

Concern: Balancing my players who like the idea of having a "sidekick" (like an animal companion) with the possibility of abuse. I have considered: outright ban, monstrous cohorts only who advance with fighter levels, NPC class cohorts only (limiting crafting options). I could "hijack" the process but I really don't want to take over control of the Cohort and say they won't make items, etc.

Thoughts?

I would just tell them that you control the cohort, they can create it and suggest things, but it is like interacting with a normal NPC, diplomacy rolls and all. They are terribly favorable to you, but they arent going to go jump in the bottomless pit just so you can see how long it takes to hear the thud.


How does one handle dismembering an opponent? Basically i'd like to lop off limbs in order to take opponents out of combat quickly. Off hand, i assume i would attempt to sunder said limb using the hardness and hp of the bone, but i've not been able to find it specifically in the core or apg.

Thanks


Hyla wrote:

Well I forgot about the bonus from snake style. 20 Wisdom is in my experience too high for level 10 (or any level). In order to have a viable monk, you have to absolutely max out STR and put your money in boosting STR. With PB 20 or lower you probably can go no higher than starting WIS 14. By lvl 10 you could have a +4 boost item on Wis (I assumed +2), making your WIS 18.

"20 at the very least" I can not agree too.

And another feat for skill focus? Why not just take crane style? Make a qinggong monk with barkskin and you reach AC 30+ (fighting def) easy at lvl 10. Buffed you hit 40 easy-peasy (whereas the snake style AC does not profit from buffs).

Snake style is just the worse choice.

Also:

EDIT:
Also, that another style does sth. similar but slighty worse does not make the bulk of the styles any more attractive or viable compared to crane style.

what. a 20 on a stat isnt that insane. Its an 18 with a +2 bonus from a Headband or 16 with +4 headband. Its reasonable imo


oh and dr.rant just has a hateon for fireball...and all magic other than healing and magic missle.

Thats why i'm going to start taking lvls of barbarian so i dont get my feats banned.

I've already had to replace heightened spell and preferred spell with Exotic Weap Prof. (Net) and Improved Bullrush


Dosgamer wrote:
Dr.Rant wrote:

Thanks all for the help

the hg's were cr 7
It was a 2 hour fight. The party's wizard was able to make the difference by softening the hg's up with everyones fav fireball.
Did any of the PC's die in the encounters by the way? I'm just curious. Those should have been a lethal combination of encounters unless there were mitigating circumstances that greatly favored the PC's. To pull them off without a death is quite a nice feather in their cap (if true).

Here was the situation. We were going to try to infiltrate the HQ of a group of hill giants. I,the wizard, dropped an exploding rune where the guards could see it. It exploded and that was the signal for the other 3 members, a Heavens Oracle, Archer Fighter, and Rogue, to use their passwall scroll to sneak into the compound. As soon as the rune exploded, the hill giants ran out of the gate to get me, but i was using Overland Flight. The Hill Giant leader (later revealed to be using a Frost Giant template) whipped out a ballista and shot me once. They then all retreated into the compound and occupied a tower. The rest of my party snuck in and happened to enter a room where this Cloud Giant was staying. That battle played out with the Rogue dying and the Fighter endiing up killing him. Meanwhile, i toss a fireball into the tower, then the giants retreated into the main compound. I had cast Greater Invisiblity, so i followed them in. They gathered in the room just beyond the gated door. I cast Firefall, damaging and blinding them. Then they retreated into the Great Hall room, where i pelted them with fireball and lightning bolt. The way i had so many fireballs was because i took heightened spell and preferred spell, focus of fireball. In the great room, several of the giants perceived me but managed to hit me only a couple of times with rocks. Just before i got finally hit with a rock, and knocked unconscious, i cast Elemental Wall (Fire) splitting them up and damaging most of them. At that moment my 2 other living party members entered the room and i got hit with a final rock that both knocked me out and ended my concentration on the Wall. Then it played out where the oracle heal spammed the Fighter, who got down to single digit hit points several times. The oracle healed me, and i began magic missiling things left and right. We basically got out by the skin of our teeth.


Dr.Rant wrote:

Thanks all for the help

the hg's were cr 7
It was a 2 hour fight. The party's wizard was able to make the difference by softening the hg's up with everyones fav fireball.

Dont you mean that the wizard softened them up with usage of superior tactics, and a pair of brass balls that clank?


Halfling Barbarian wrote:

Out of sheer curiosity, if you have the ability to craft the items (appropriate feats) would your DM let you make your own items? That would offset cost tremendously.

Either way I'd go with A staff of fire, winged boots, a headband of vast intelligence, and a luckstone.

Or if you can craft, a robe of the archmagi and that's about it.

the only one that can craft is an oracle and she's got sorely limited spells she can cast. Asking her to waste a couple of spells known wouldnt be very nice.


As the title says, i'm building a lvl 9 blast (evocation)wizard. He's cocky, but untried. A kind of talented screwup.

I get to pick 46k worth of magic items for him. I have 19 int, 13 str, 15 dex, 15 con, 13 wis, 13 cha. Main school is evoc, opposing are abjuration and enchantment.

Thanks in advance and fire away :).


Dr.Rant wrote:

Lvl 9 fighter Bab is 9/4

dex 20 +5
Weapon spec Long bow + 2
Weapon train +2
+3 Longbow of Speed +3
weapon focus +1

+22/+22/17 to hit with many shot. 4 arrows

Damage is 7 each arrow with an avg damage of 42 each round
Hes mad because I wont let improved snapshot in the game that allows him a 15' spread of Threat range combined with combat reflexes. As mobs with a 5' range come into their 5' range he is eating them up in AOO then finishing them off. They are fighting hill giants and hes taking a hill giant out every other round.

I know I can monkey with the encounter but seems a little hackey if I have to design every encounter around his crazy DPS. His old character got killed and this is a new character with out much magic items save the bow.

Am I being a little crazy here or is Improved snapshot a little OP?

Last question does Many shot and Rapid shot combine?

Tell us the party makeup as well


yeti1069 wrote:

Not that I am necessarily copping to such a playstyle, but the association with paladins being lawful stupid didn't materialize out of thin air.

It is absolutely possible to be a zealous supporter of a doctrine that you do not fully understand. You can try to make the issue seem more complex than it is, but it is certainly possible to function with slightly below average Int and Wis, even as a holy champion of a deity. In fact, the often unswerving nature, the very rigidity of a paladin's code and outlook, plays into a lower Int and Wis, as they are more likely to see a situation as black and white, rather than one of many shades of gray.

Once again, though, despite the hijack, and my participation in the discussion, my characters' stats have no bearing whatsoever upon the intended feedback for this thread. You want to speak of intelligence and wisdom...how much does it require to read, comprehend and respond directly to a rather simple request? Apparently more than some people appear to exhibit here with their misplaced pedantry.

You should be honest with yourself. You fell into it as well. Glass houses shouldnt throw stones. or whatever


yeti1069 wrote:
BigCrunch wrote:
Alorha wrote:
BigCrunch wrote:
if 10 int = 100 iq, then 8int = 80 iq. Technically a retard. Not a vegetable. He should be more interested in playing with blocks than fighting evil to save the world or whatever. An 8 dex you should be stumbling and bumbling on a regular basis. An 8 wis you shouldnt be able to extrapolate cause and effect beyond action = pain or similar. I'm sorry but i have to agree that an 8 isnt in the 'norm' and the char should be handicapped in some way.

The 1 INT = 10 IQ was a 3.5 FAQ response. I've seen nowhere in pathfinder that it works out that way. An 8 is playable. There are mechanical drawbacks. There are RP drawbacks, but it is playable.

Also, I assume you meant no insult, but you clearly know no one with mental handicaps. Think twice before tossing out words like "retard" and cracks like that playing with blocks bit. Again, I don't think you meant it to be the level of offense it was, but that's an awful thing to say. Don't.

I've not seen any indication that its any different in pathfinder.

Perhaps my vernacular is outdated, and the comparison was exaggerated.

Dramatically so. I've worked with mentally handicapped individuals. Most are simply a bit slower to adjust to incoming information, but are capable of putting together rather complex ideas. I've tutored some such students who were reading Shakespeare and who weren't, in some ways sadly, very far behind the "normal" students that were in my literature classes.

In any case, the RP consideration is entirely separate from the point of this thread. I wasn't requesting help figuring out how to role-play my paladin, but in what to do about my feats. That's it. Responding with anything else, as Jordan73 did, is simply trolling. If you want to discuss the role-playing ramifications of a slightly below normal Int and Wis, start up another thread and I'll pop over there. Otherwise, please decline to comment or restrict your comments to addressing the requested...

we must have different definitions of trolling then. either that or you must see every thread on the boards as being trolled. offtopic, yes, trolling, no


Alorha wrote:
BigCrunch wrote:
if 10 int = 100 iq, then 8int = 80 iq. Technically a retard. Not a vegetable. He should be more interested in playing with blocks than fighting evil to save the world or whatever. An 8 dex you should be stumbling and bumbling on a regular basis. An 8 wis you shouldnt be able to extrapolate cause and effect beyond action = pain or similar. I'm sorry but i have to agree that an 8 isnt in the 'norm' and the char should be handicapped in some way.

The 1 INT = 10 IQ was a 3.5 FAQ response. I've seen nowhere in pathfinder that it works out that way. An 8 is playable. There are mechanical drawbacks. There are RP drawbacks, but it is playable.

Also, I assume you meant no insult, but you clearly know no one with mental handicaps. Think twice before tossing out words like "retard" and cracks like that playing with blocks bit. Again, I don't think you meant it to be the level of offense it was, but that's an awful thing to say. Don't.

I've not seen any indication that its any different in pathfinder.

Perhaps my vernacular is outdated, and the comparison was exaggerated.


Alorha wrote:
Jordan73 wrote:


I'm not trolling, I really want to know why people do that. You must do no amount of role-playing whatsoever, and just show up to roll dice in combat. Your GM should make you play out your Int and Wis accordingly. Your character would not be able to deal with new situations as they arose, he would stand around and wait until someone told him what to do.

To indulge your thread-jack (which I shouldn't do), an 8 is not a vegetable. An 8 Int is a bit slow. An 8 Wis is a bit absentminded or preoccupied. By your argument my Paladin, who started with 8 DEX, would have been unable to walk around.

Heck, these aren't even 7... or 5, and I've seen dwarves with 5 CHA.

You've never been at the table with the OP. You do not know whether or not he plays his scores. Do not call someone a bad roleplayer if you've not seen them play.

He asked a question. You offered an insult. You are a troll.

Start your own thread if you wonder about the RP viability of low mental stats. Stop jacking this one.

if 10 int = 100 iq, then 8int = 80 iq. Technically a retard. Not a vegetable. He should be more interested in playing with blocks than fighting evil to save the world or whatever. An 8 dex you should be stumbling and bumbling on a regular basis. An 8 wis you shouldnt be able to extrapolate cause and effect beyond action = pain or similar. I'm sorry but i have to agree that an 8 isnt in the 'norm' and the char should be handicapped in some way.


Jordan73 wrote:
yeti1069 wrote:


Currently, my stats and feats are:
Str 19
Dex 14
Con 12
Int 8
Wis 8
Cha 16

Wow, and 8 on both Int and Cha? Why does everyone on this site build characters like this? With those scores, your Paladin is mildly retarded, and barely has the willpower to get out of bed every morning. How about you rework your stats as well, and maybe have the intelligence and awareness of a normal, functioning human.

I LOVE KITTENS!


Chief Cook and Bottlewasher wrote:
King Joey wrote:
I guess I haven't played enough Pathfinder, but a character with no armor that gets a whopping +1 AC boost every four levels doesn't seem very "defensive" or "harder to kill". Even with the Wis modifier boost to AC, it's really hard to get over 20 AC by level 5 (when Fighters, Paladins, Rangers and Barbarians are all easily in that range).
Really? My son's 5th level halfling monk has 18 dex (+4), 16 wis (+3), size (+1), ring of prot (+1), monk AC bonus (+1) and dodge (+1) for a total AC 21. If the (female) monk's sorcerer sister puts mage armour on her, that's AC 25. And an amulet of natural armour wouldn't set her back much. Yes, her HPs are low, but I have to hit her first.

Ok, i'm playing in a game lvl 4, 'mid powered' (3-15's 3-13's), and my paladin is a 17 ac. We have 1 set of magic armor, 2 magic weapons, and one rod of healing. Thats it. A monk, with a d8, max hp = 36, and a max of 16 ac would get slaughtered. My paladin has 48 hp and i nearly die in almost every encounter. In fact we have a rogue with 16ac and 25hp at lvl 4, she got knocked down to 0 hp twice in one combat, with a single strike from a CR5 earth elemental. I just dont see the monk as a viable defensive char. Saves are great, but they are terribly circumstantial.


I'll add my 2 cents. We play what you guys would consider a 'poor' campaign. And in such a campaign, a monk just isnt a viable option. At lvl 4 (of the current game)we have perhaps 3 magic items. We started with the stats 15, 15, 15, 13, 13, 13 in any order we desire before racial mods. The highest ac we have is a 20, a half orc with iron hide, a chainshirt, heavy sheild and shield focus. The best a monk in our campaign could get would be a 17. And realistically, thats about all it will ever be. Granted he could get some bracers, but in our last game we only got one wonderous item that would be the equal of a +4/+6 headband of wisdom. I just dont see it as a defensive class.


cfalcon wrote:
...a bunch of stuff, mainly that a weapon is considered 'offensive'

thats just so punny to me, lol. Its not as though its named "yourchoiceof racialslur'. How is it offensive? (and lol again)


Nightwish wrote:
BigCrunch wrote:
2. Kill his character repeatedly. Make him lose. ALL THE TIME. every game, he dies at least once. Eventually he'll run out of douchiness or he'll quit.
Like I said, "Kenny."

Doh!

I saw that and for some reason thought 'Timmy' instead of 'Kenny'. I stand corrected


two suggestions that havent been mentioned.

1. punch him in the face for being a douche.

2. Kill his character repeatedly. Make him lose. ALL THE TIME. every game, he dies at least once. Eventually he'll run out of douchiness or he'll quit.


I'm a noob so could someone please tell me why everyone insists on comparing two weapons at a level other than 1, with str scores other than 10, and all of this gear? Whats the point of having super str and super gear, max level just to compare weapons? It seems to me that a proper comparison of weapon is min & max damage. Greatsword - minimum damage 2 hp. Falcata - minimum 1 hp. Greatsword max damage - 12. Falcata max damage - 8. Same crit range so same potential to threaten. GS min crit- 4 hp. Falcata min crit - 2 hp. GS max - 24 hp. Falcata max - 24 hp. Seems the GS is a bit better to me. What am i missing?


YuenglingDragon wrote:
BigCrunch wrote:
YuenglingDragon wrote:
BigCrunch wrote:
I wouldn't use quick draw. Considerimg drawing doesn't draw aoo and its only a move actiontheres really no reason.
Except for the fact that you're limited to only a standard action after that. Nope, not worth it to me.
meh its only for one round.

It's basically being Staggered for a round just to switch between two weapons.

Plus, you have to spend the money to enchant both of them. Pick one weqapon. Make it good with magic. Beat things to death. This equation is simple.

In the long run, the weapon you choose is nearly immaterial. Whether it does a d6 or a d8 or a d4 doesn't make any difference. All you really need is a decent crit range and that's it. Any weapon that is at least 19-20 and you're good.

then we disagree. I think for this class there are two main issues. Lack of HP and con checks on spells. The fewer spells I have fizzle the better as they are a finite resource. Just my opinion.


YuenglingDragon wrote:
BigCrunch wrote:
I wouldn't use quick draw. Considerimg drawing doesn't draw aoo and its only a move actiontheres really no reason.
Except for the fact that you're limited to only a standard action after that. Nope, not worth it to me.

meh its only for one round.


Adam Ormond wrote:

So I created a L5 Magus for a new campaign, and we met for the first time tonight. Through the talky-talky parts of the session, the Magus was well equipped to participate due to a decent sized skill pool (INT 18, Human).

** spoiler omitted **
My initial impressions are that this class is extremely powerful, and I feel somewhat bad playing it compared to the other members in the party. Getting to cast spells on top of getting a full attack (or two swings, one of them charged with +5d6 when Spellstriking) seems not quite balanced. And crits with Spellstrike is just absurd. A Magus with a Scimitar would be doing obscene amounts of damage every round at higher levels with Keen (from Arcane Pool enhancement) and a plethora of 1st level Shocking Grasp spells.

Certainly my character is a bit of a 'glass cannon', with only a 18 AC unbuffed, but with Shield and Combat Expertise he's got a 23, which isn't horrible at 5th level. And he can fight defensively while casting Burning Hands or other save-based spells with little penalty for a 25 AC. And he still might even hit with...

I don't see it as overpowered going by your example. You only hit for a confirmed 35 damage as you can only truly count on the minimum damage. Granted you would have most likely hit for about 60. However I think your example incorporated all of the benefits and negatives the devs intended.


YuenglingDragon wrote:
BigCrunch wrote:
I was considering carrying two weapons. Longspear for regular usage, and a heavy mace (more for flavor) for the times the enemy gets inside my spear. Any flaws in my strategy?

Just the difficulty of switching between the two. I don't think occasionally using a spear is worth the cost of Quick Draw.

Andrew Besso wrote:
Yes, that is how the weapon is described in my copy of the APG. If that has been changed, I'll probably stick with the rapier.
I had forgotten that it was reprinted in the APG. Those are the correct numbers. The first printing of Adventurer's Armory (where I first saw the Falcata) had an error in the tables, if I remember correctly.

I wouldn't use quick draw. Considerimg drawing doesn't draw aoo and its only a move actiontheres really no reason.


I was considering carrying two weapons. Longspear for regular usage, and a heavy mace (more for flavor) for the times the enemy gets inside my spear. Any flaws in my strategy?


noblejohn wrote:
Laithoron wrote:

Well I can tell you that as a GM, when I see players who don't put any effort into optimizing their characters it makes me feel less inclined to put a whole lot of effort into the game. Basically it says to me they are either only casually interested, or couldn't be bothered to give a damn about their characters.

To elaborate: While I heartily enjoy non-combat encounters, when it comes time for combat, I like to really mix things up. Fights with blackguards channeling negative energy underwater after getting bullrushed off a platform, timed leaps from towers onto the backs of hostile dragons, ambushing the party on difficult terrain, hit and run fights across a sprawling castle, waves of an outraged mob pouring out of every alleyway, non-kill victory conditions, members of thieves guilds using simple magic items to isolate characters from perceptual cues to realize their allies are getting ganged-up on...

Very rarely will one of my parties have a fight where people just stand around and hit each other round-after-round in a boring test of attrition. So when I end up with a player who shows no sense of tactics or teamwork, running a characters who can't pull their weight and is vastly underpowered, you can bet that's going to raise my ire.

Typically what follows is a discussion about expectations for the game to ensure everyone is on the same page. Failing that, I'd personally consider such...

I had a detailed background actually. Also, I am a new player and wasn't sure what to expect. I was thinking there would be more 'conversations' or interactions with NPCs. I thought I would get a chance to use various skills available to a rogue that are not related to combat.

3 of our guys, including the GM, have been playing for years together. From what I can tell, they have developed a way of playing. They do like the story and...

What is the party makeup? Perhaps we can give you some suggestions. And is it set mainly in an urban setting, countryside, etc?

If you are interested in trying out casting, i would suggest a druid. They maintain some combat viability, have some blast spells, nice battlefield control spells etc. They are a nice mix.


'Rixx wrote:
When you mess with the classes, they become unbalanced? Who knew?

How productive of a post! And here i thought the internet was merely for snarky comments!


This could have been said earlier and i skimmed over it, but here is my take.

I recently had an argument with my friend about optimization. The main issue that he brought up was in regard to the current group we are in. We are playing in a group that included two first timers. One is a rogue with a focus in int, to get more skill ranks, the other is an oracle with a focus in int, just because she 'wanted to be smart'. As a newish player, wanted to optimize to show how badass i was, my buddy argued that i shouldnt because if i'm optimized, and the rest of the party isnt, then i'm killing everything, and they feel left out, or the GM ratchets up the CR and kills them. So it took him a few minutes to hammer that into my hard irish head, but in the end i conceded and agree with him.

So thats one reason to NOT optimize.


a druid is a good 'stay alive' char. Once you get the ability to wildshape into a an air elemental, very few things can out run you in the air and even then they probably cant out maneuver you. Read treantmonks guide on the druids for build advice, although i would recommend the wild mystic build personally.


Bill Dunn wrote:

To add to Are's comments:

Fireball - every time he casts it, he pinpoints where he is. It starts as a glowing bead that streaks out from the caster to the target location. Admittedly, if he casts and then moves while invisible, he can shake up his perceived location. But pinpointing himself with a light make him vulnerable to a held action.

This is also true, pretty much, of any ray spell like enervation. When you cast it, it starts at you, revealing your location.

Wall of Fire - the spiral idea is extremely cheesy. If you can make a spiral shape for the wall, wouldn't that already be incorporated into the ring version? I'm all for players being creative with spells, but I don't think the spell is intended to allow the player to multiply the damage of the spell beyond what the ring can already accomplish. If that were possible, wouldn't that already be part of the description of the spell?

I agree on all counts. My thought on the spiral of fiery death would be that, yes he could do it, but it would require multiple castings and each would have to be larger (or smaller, depending) than the previous.


For one thing, you as the DM are allowing him too much leeway. The wall of fire spell is described as 'sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels'. The spiral concoction is just that, a concoction and, imo, shouldnt be allowed since this isnt a homebrew.

Also, change the encounters a bit. Make them a bit harder. Swap out one of the mooks with a caster that can cast fairie fire on the bugger and his invisiblity is shot. And then make sure that another mook has a longbow. Or a simpler way imo, is to have them all have rings of fire resistance. That might put a stick in his spokes.

One thing i would recommend is this. Dont allow this dickwad to overpower your DMing through force of personality. You are the DM, you have the final say, and if he doesnt like it, tell him to leave.

All that said, you could just recommend to the party to just sit down and let him handle each situation.


Fallen_Mage wrote:

This may be a little Metagamey, but basically this stems from a thought I had when I read the final BBEG in the Kingmaker AP. It consists of the Contingency and Fireball.

Think about it.

A Fighter runs up and cleaves the evil Wizard's skull in two, then BOOM, Maximized Fireball at point blank. Ouch.

Anyway just wondering if anyone else had any thoughts of how to make players a little leary about the old run up a hit him hard tactic.

there are any number of spells that as a player i would use to prevent such a tactic. Entangle the area around you, stone spikes, etc. That gives a large area and will do alot of damage to them by the time they get to you. Not to mention it works as difficult terrain thereby slowing them down to half speed


Animefunkmaster wrote:
Quantum Steve wrote:


This is why I LOVE Intensified Spell. 20d6 Shocking Grasp, no save, at level 10 for a 2nd Lv spell slot. Keen your scimitar with a pool point and your critting 30% of the time. And, really, since you only hit on, say, an 8 or better, half your hits are threats. Pick up Crit Focus, or, better yet, Imp. Crit and a wand of Bless Weapon. Never miss a crit on an evil foe! Free Empower with an Arcana, or, better yet, free Quicken and do it again. This is why my DM banned all third party ways to increase your threat range.
Unfortunately you are doing a few things incorrectly. First, intensified raises the max by 5 levels. Shocking grasp does a d6 per level (max5 normally). So for two reasons, you would only be doing 10d6 at level 10 for an intensified shocking grasp. Second, Improved Crit also specifies that it doesn't stack with other threat increases (and seemed to be a default in many 3rd party books), so you wouldn't have a crazy threat range with pathfinder alone. Luckily you don't need to spend a feet and you can enhance your weapon via arcane pool.

he's referring to the spell if you crit with it cast through the sword, so technically you are both right, your answer is the rule, his the exception.


LoreKeeper wrote:
Happler wrote:

On a similar note:

What happens when you take a tree trunk, craft a Colossal arrow out of it, use shrink item on it, fire it out of a bow, and while it is in the air, shout the command word to return it to full size?

Does it do damage as a Sized M arrow (1d8) or as a sized C arrow (6d8 best guess)?

Not really planning on doing this (crazy expensive from a cost/time point of view for 1 shot), but just curious how people would rule this.

From a realism standpoint (other than having a lot of trouble with timing):

As soon as the arrow is returned to its original size, the mass of the (much) larger object will force it to land almost immediately. The amount of momentum on the flying arrow is not proportionally enlarged when the arrow reverts to original form - and the momentum is pitifully inadequate to keep an arrow that size zipping along.

Actually if you revert the size just past the peak of the arch, it will regain the same momentum as the smaller arrow, as gravity would take over the propulsion. I guess.


personally i used the treantmonk switchhitter and loved it. I focused on archery, with my combat feats (manyshot, point blank are all i can remember off hand)and then went down the improved crit, crit focus bit with a rapier, but an elven curved would work even better. Oh i used the Guide archtype.

As far as skills i focused on perception, stealth, and survival. I was a nice little scout/spy that could vaguely keep up with our pure fighter.


would the firing of a gun, ala gunslinger, take the -4 or would that be classified the same as a crossbow?


My first game was an evil game, i played a NE Druid. I basically played him as a flamboyant, whimsically destructive outlet of nature. In essence he enjoyed excesses, pushing other people buttons, punching the adversaries in the mouth, etc. Because of his whimsical nature he really never opposed his party members, as they were the only people he respected, however his shenanigans cost the party in several scenarios. Most of the party was LE


Yucale wrote:

Not to be a troll, but commenting on the original post- different strokes for different folks. I'm a bit confused by this, since in no way does the game demand you choose an option you think is overrated or boring. Go ahead and show everyone how awesome your preferences are by spending the time to make the awesomest build and sharing the stories about it for the rest of the community to enjoy, and have your character criticize other techniques in-character; if you wish to show off your opinions.

Welcome to the boards, anyway! They're about as newbie friendly as the internet gets- I haven't had my head bitten off by a rabid troll yet.

Its just an opinion, same as yours.

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