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![]() The human silver tongued racial option gives a character the ability to shift a creature's attitude 3 steps instead of only 2. Likewise, the cloak of the diplomat wondrous item also says it allows a player to shift a creature's attitude 3 steps instead of only 2. Because of the way it's worded, it doesn't seem like they would stack and they would just be redundant. It does kind of makes sense that they would, though, assuming players were obeying the rules for diplomacy and only using the checks outside of combat and when 1 minute of interaction time is available. It makes players obscenely good at making enemies into friends, but only off the battlefield...unless I am missing something. Is it stackable or isn't it? ![]()
![]() Ricochet Shot (spell) You imbue a projectile weapon with the ability to ricochet any projectiles that hit one target so that they also hit another. When the wielder ricochets a projectile, she selects a primary target to attack. If she hits the primary target, the projectile ricochets instead of being destroyed. The wielder can then select a secondary target that is within 20 feet of the primary target. She makes an attack roll against the secondary target at the same base attack bonus, but does not gain the benefit from any enhancement bonuses or magic qualities on the projectile. If the shot comes from a firearm, the ricochet targets normal AC rather than touch AC. While the spell lasts, the target weapon’s wielder can ricochet one projectile per three caster levels you possess, to a maximum of six at caster level 18th. Once the target weapon’s wielder ricochets that many shots, the spell is discharged. If the weapon’s wielder fails to use all the ricochets before the spell end, those ricochets are wasted. I'm having a very hard time understanding how this spell could ever work. I really, really want to make a sorceress who uses a pistol for a steampunk-ish game I am about to join, and this spell seemed as close as I could get to being useful and interesting in combat with a firearm. Trouble is, as I understand it, the cap of 1 ricochet allowed per shot and only 1 successful hit per 3 caster levels make the spell almost completely useless. Worse, the ricochet attempts are against full AC, not touch, meaning they are more likely to fail and just be wasted... Is there some way I can take advantage of it I'm not seeing? ![]()
![]() The wording on Gozreh's trident is a bit vague, so I'm not sure what feats if any apply to it. Normally it's 1d8+(1/2 caster level, or 'X') dmg. That being said... >Can you apply vital strike to have it do 2d8+X dmg? >Greater Vital Strike for 3d8+X? >Can you use Maximize Spell AND Vital Strike with it for 8+8+8+X? >And with myhtic vital strike now in the mix, 8+8+8+X+X+X? >Does power attack work with it? ![]()
![]() Reverence unto you, forum spirits. A friend of mine invited me to a game next week: straight up level 20, mythic tier 10 characters, 880k, 25 point buy. The purpose? He just wants to kill people with his custom monsters I'm pretty sure - the guy loves to munchkin. Regardless, I took up the challenge and made a level 20 tier 10 Kensai to throw into the mix, mostly because I'm not very good at optimization and wanted to give it a try. My goal is to survive at least long enough to impressively slay some things, even if I'm not the tightest screw in the game. A couple of notes: 1) Yes, it's a kensai and will stay that way. I know majority opinion is that the Magus is better, but the kensai flavor is cooler. Sorry vanilla magi, it's true. I'm sticking with it even though it's worse. 2) I wanted to incorporate crits into the build because they are fun. They don't have to be everything, but spellstrike's crit modifying thing, free weapon mastery, etc. convinced me to go that route and I'm going to stick with it. That out of the way, here is what I've come up with thusfar: STR +9
Initiative: +32, HP: 293, AC: 60, Touch: 42, BAB: 15
Fort +27 (+2 morale)
Traits: Reactionary, Magical Lineage (Shocking Grasp) Feats: L1: Spell Penetration
Magus 1: Weapon Focus (Fauchard)
Mythic (23): Mythic 1: Dual Path
Arcana (29)+ black blade (5): 3: Spell Shield
Mythic Paths: Titan's Bane (makes large creatures FF)
Tier 10: Legendary Warrior (20's grant 1 mythic point, reroll misses vs non-mythic enemies) The planned action economy is: 1) GO FIRST with 20+32 initiative
Full BAB (1st) + Full BAB (2nd) + Haste + Spellstrike + Spell + -5 third attack. Each one is about +35 to hit, for d8+41 dmg +14 dmg against FF targets, with a x4 crit mod on a 15-20 threat pole. All crits auto-confirm, spells on spellstrike do x2 on crit. If it's a big scary thing, burn 3 arcana to maximize spellstrike and melt it for full damage with disintegrate, vampiric touch, of shocking grasp. The spells will be empowered by Arcane metamastery for +50%, intensified for +50%, maximized if necessary, channeled for +50% if necessary, and made mythic if necessary. 6) Try to finishing thing with vampiric touch to get temp HP, if attacks are leftover throw them at something else in reach. 7) Collect arcana off dead thing/things, mythic power from 20's rolled if any. 8) If hit a second target, use immediate action on Prescient Attack to make it FF next round. 9) Use reach weapon to get AoO on things that move close for melee counterattack, more chances for 20's to give mythic points back and fuel more mythic spells Next round: 10) If FF thing isn't dead, FRA it and move 190' before or after as necessary. No swift this round, so play conservative. Immediate action Spellshield if necessary to get +14 AC. Well, how did I do? I have 1 unused feat, and am very open to critiques since this is my first level 20 build ever, and also first caster of any flavor ever. Thanks in advance! ![]()
![]() I've had it explained to me, but not as clearly as I need. Hopefully I can articular the issue clearly enough to get an answer. Intensified Spell (Metamagic)
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.) So shocking grasp, for example, which caps out it's damage at 10d6 @ level 10, can have its damage dice increased to 15d6. What about a spell like vampiric touch, which gives you 1d6 per 2 caster levels until 10d6 at CL 20? Does it increase to 15d6, or does it hit a ceiling because the damage scales naturally all the way to CL 20 without intensify? |