![]()
![]()
![]() With those creating builds, remember that wild shape is a polymorph effect, which can not be stacked with any other polymorph effects. Polymorph wrote: You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.
![]()
![]() Sidenote: A Dragonheir Scion gains Arcane Strike, but has no caster levels. ![]()
![]() master_marshmallow wrote:
Unfortunately, a Luckstone does not give any Armor Class. The Extreme Flexibility spell gives you a Dodge bonus. ![]()
![]() I was wondering on the ruling of how spells, objects, and the surrounding elements would work. Let us use Trade Items as the spell in this example. An enemy has a sword. A wizard, unknown to the enemy, uses Trade Items on the sword while an Invisibility spell is active on the Wizard. Here are the questions: - Does the enemy knows that a spell has been used to affect the sword if the sword successfully made a save? Normally, a creature would know that a spell has affected them if they successfully make the Saving Throw. Since the target is the object, the enemy would not be the one affected. - Since the target is an object and not a foe, would this break invisibility? Invisibility wrote: For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. If anyone can clarify this, I would be grateful for your help. ![]()
![]() A Cord of Stubborn Resolve has a replacement effect that can be helpful in cases like this. ![]()
![]() We all know the 1-2 level dip, Fighter to grab extra feat(s), Lore/Nature Oracle to get CHA to AC, Medium with the Spirit Focus feat to get +2 Attack/+4 Damage, Paladin for CHA to Saves, Rogue with Evasion, etc. I am thinking of some concepts that would be pretty good as something that would benefit from investment in levels. Here are a couple of examples: - The Spiritualist Investigator. For Wisdom-based characters, at Level 3, you get a reroll AFTER failing a Saving Throw. At level 4, you would use a point from the pool (which is Class Level + WIS, which is pretty high), to add you WIS as AC (Insight). Inpiration Dice is also in play. - The Kraken Caller Druid. At level 4, you obtain Wild Shape, but can use Wild Shape to alternatively gain 2 Tentacle as natural attacks while retaining your original form. Add Shaping Focus into the mix, and it will allow you to gain 4 Tentacles for 80 minutes, 3/day. This can be quite useful for those who focuses on a Natural Attack build. (Sidenote: You can also use a Strong Jaw wand for all of those those attacks for a literal pool of dice) What other ideas do you all feel that might be interesting? ![]()
![]() Using Improved Eldritch Heritage, grab the Shapechanger bloodline ability, Mutable Flesh. A Cleric, Oracle, Paladin, or Warpriest of Trudd can use the Mighty Strength spell. With that, once per day you can have your character gain +8 Strength for hours. It is obtainable at Level 11, but can be useful for higher level games. Another idea is to get 5 levels in Wizard to gain Idealize arcane discovery from Champions of Balance, which increases the bonus by 2. ![]()
![]() Clarification on this. The fighter archetype in my build is a Weapon Master Fighter. Advanced Weapon Training allows the Weapon Master to use the benefits to its specialized weapon, in this case, the rock. Hope this helps. ![]()
![]() mikkelibob wrote:
Old post, but whatever. New reply. =) With the Weapon Master's Handbook, there is an option to gain Focused Weapon, an Advanced Weapon Training. You get to use the Warpriest's scaling weapon damage to your weapon. Since my build is up 13 levels in Fighter, you can get up to d10 per rock. It is your choice to go from 1.5 avg per dice damage to 5.5. ![]()
![]() meyerwilliam wrote:
I do agree that it does gain healing, but remember that the life link is triggered simultaneously. That means that the first round, unless your toad already has damage over 5, will not trigger its own life link. Moreover, what you are a bit off on is what is considered Fast Healing. Life Link is not Fast Healing, but rather healing done at the start of the turn. This means that your Familiar's Life Spirit's Fast Healing will stack with whatever healing occurs via Life Link. So using your example: Turn 1 after initial damage:
Turn 2:
Turn 3:
![]()
![]() In terms of the Familiar's Fast Healing, how do you obtain Fast Healing 11? Edit: pauljathome, you are correct on abilities not stacking, as per the Hybrid Class ruling on page 8 of the ACG. However, since these are triggered abilities, it can bring some confusion to what is allowed or not allowed. Things like a Bloodrager's Fast Movement does not stack with a Barbarian, but things like an Shaman's Life Spirit's Channel does with an Oracle (as in a seperate pool for use). ![]()
![]() pauljathome wrote:
Dual Life Link via Oracle and Shaman Abilities makes it where, per person, they can transfer 10 points of damage to the healer. With the trait and Medium's Heirophant ability, those injured people can heal an additional 3 per Life Link, totaling 16. Since the familiar has the Protector archetype, every Life Link damage is split via Shield Other. However, in the terms of Shield Other, the damage is actually split 6 to Master, 4 to Familiar (5 damage split is 3/2), and not 5/5. The reasoning behind this is that you are taking two seperate effects of Life Link, such as the healed target is gaining two instances of the Trait/Heirophant ability. ![]()
![]() Long Arm spell. An Abberant Amulet of the Blooded Those 4 combined to increase your total reach to 25 feet. If you are thinking of the attack rolls, you might have to invest into Use Magic Device to activate a Wand of True Strike. ![]()
![]() If you are actively using it, you can try and talk to the GM to inform about the ability and how it works. I was playing a PFS game a few years back with a misfortune witch in the party. What the player did was sit next to the GM after the explination. The GM had declared the number on the dice and it was the player's decision if a reroll was necessary. It led to a bit of a longer game, but was fair on both sides. As for meta-gaming, there are also a few things that goes against that can normally be learned through failure. A bard's Gallant Inspiration spell, a Medium's Spirit Surge, and an Spiritualist Investigator's Sixth Sense are a few examples of when a failed number known can lead to out of character knowledge. ![]()
![]() Shamans are prepared spellcasters, needing Pearls of Power to recharge the prepared spell. However, in terms of their Spirit Magic, it is different: Spirit Magic wrote: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). Let us say that we have a level 4 Shaman with the Flame Spirit. To use the spell, would they need to use a Pearl of Power or Runestone of Power to return the loss of their Burning Hands for the day? ![]()
![]() A mounted charge with a lance is a bit different. Compared to something like Vital Strike, in which you multiply the number of dice, a charge with a lance (and Spirited Charge) only doubles (triples) the damage result. Lance wrote: A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand. Spirited Charge wrote: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). Let us use an example: You are on a mount and charged with a lance. Your normal damage is 1d8+4. When you charge, it will be the result of the 1d8+4 and multiply by 2. So if you roll a 1 on the d8, you will be doing 10 damage ((1+4)*2), not 2d8+8 (which can have each dice roll different numbers). It is a bit weird like that with the two. Edit: Here is a quote about multiplying criticals SlimGauge wrote:
![]()
![]() Wouldn't Power Attack be only -3/+6, rather than -3/+9? As for the Brawling enchant, you are also correct. My focus on the unchained monk was to try to get Stunning Fist with a full BAB, since I already dropped one via the Medium (but overall gained more bonuses to attack). If I switched to the Sohei, I would still be at a BAB +8, so I can still gain the third bonus of Power Attack. What I would lose is the Stunning Fist, which would make me lose the bonus damage of Dragon Ferocity. ![]()
![]() citricking wrote: How are you getting 2 attacks at +18? Flurry doesn't work in armor and you aren't using two weapon fighting? You are correct on that. Replace the armor with Bracers of Armor with the Brawler enchant. In this case, you might want to spend some gold to increase your Armor Class, through increasing the Bracers of Armor, or by alternative means of Armor Class, such as a Deflection, Natural, or otherwise. ![]()
![]() Vigilante 4 (Avenger-type)
Abilities:
Feats:
This would be a possible Level 10 build: 15,000g - Gloves of Dueling
STR 18 (Base 16 + 2 at Level 4/8)
Attack Bonus:
Damage Bonus:
+18/+18/+13 1d6+35/1d6+33/1d6+33 ![]()
![]() Have you considered the Weapon Master Fighter? Since you want to focus on shurikens, you can get the bonus at level 3, rather than at level 5. Moreover, you can consider using the Gloves of Dueling, which increases the Weapon Training bonus by 2, so +2/+2 to Attack/Damage. Another suggestion is to have a Level/Feat with a Medium with the Spirit Focus feat. If you go Champion Spirit, you will not get an additional BAB, but you will gain +2/+4 to Attack/Damage. ![]()
![]() Master Sniper
If a character uses Master Sniper to take two shots, would this trigger Sneaking Precision? There are a few options to use if it is able to (Stunning Critical, Destroy Identity, etc), so I was curious with this combination. ![]()
![]() The Animal Totem Tattoo is actually legal. Choose the eagle and you will have 5 minutes (can be used in minute increments) of 2 talon attacks. ![]()
![]() Dread Wing Armor Enchant - Gives you 2 Wing Attacks and a fly speed. It will cost you 37,650 gold purchase this as a full plate enchant. You will lose fast movement, but since you are flying, you can disregard the loss to your normal movement. Monstrous Extremities Spell - Can give you a Tentacle, Hoof, or Wing. I would suggest using the Hoof for legs. Since it can be casted on the same person, you can apply two hoofs. Purchase a 2-use scroll of it and have your cleric/wizard ally to cast it on you so you have it for 5 hours. ![]()
![]() The Order of the Dragon's Aid Allies is a replacement effect to Aid Another. Since the Helpful race trait is also a replacement effect, they do not stack and you would get the one that is higher (the +4 instead of +2). The Order of the Cocktrice's Braggart ability is helpful in reducing the attack roll of the enemy (Shaken condition), but requires a standard action to perform. With the previous suggestions that I had provided, that would prevent you from giving a few bonuses from those. Shatter Defenses has a few conditions to it. The enemy must be shaken. You must hit the enemy. Once that occurs, then the opponent becomes flat-footed until the end your next turn. If you have difficulty intimidating an enemy, you might not have enough rounds to gain this advantage. For example:
You would need to have enough on your Intimidate roll (or Bluff roll if you chose the Taunt feat) to hit the threshold plus an additional 10 to reach to round 3. By that time, there might be a chance that the opponent is defeated. ![]()
![]() With Bodyguard's FAQ, you have to be careful with the positioning of your character. You must be threatening the enemy, as well as being adjacent to an ally who is also threatening the enemy to use the Bodyguard feat. Other than that, here are some suggestions to assist you: Ring of Tactical Position - Increases the Aid Another bonus by 1
![]()
![]() Now here is some ideas for how to use this: - Use a Bloodrager with the Abyssal Bloodline. This lets you enlarge yourself as part of your bloodrage (even if you are not humanoid). Moreover, you increase your morale bonus to Strength at higher levels. - Find a way to cast True Strike (Bloodragers learn this spell). This will let you ignore concealment and Mirror Images with a huge bonus to your attack roll. - Add Devastating Strike (and Arcane Strike/Blooded Arcane Strike for Bloodragers) to the mix. Extra damage is always nice. With Power Attack at Level 12, Improved Vital Strike, Devistating Strike, Bloodied Arcane Strike, a +1 Impact Greatsword with a level in Titan Fighter, you have your damage at: 108 - (6d6)x3 - Improved Vital Strike w/ Furious Finish
Total:
![]()
![]() You can try this combo: Idealize Arcane Discovery wrote: In your quest for self-perfection, you have discovered a way to further enhance yourself and others. When a transmutation spell you cast grants an enhancement bonus to an ability score, that bonus increases by 2. At 20th level, the bonus increases by 4. You must be at least a 10th-level wizard to select this discovery. A bit spell intensive, but you get to have +10 STR (Enhancement). Moreover, you are able to grab some other spells, like Barkskin or Good Hope. ![]()
![]() Varun Creed wrote:
You are correct. I forgot that it is 1 per 2. A Tattoo Mystic can select the Blistering Bands tattoo: Blistering Bands wrote: Blistering Bands: These glowing, angular markings encircle the mystic’s arms. Whenever the mystic casts an evocation spell that deals energy damage, he can spend a swift action to surround himself with an aura of that same energy until the beginning of his next turn. Creatures adjacent to the mystic when he activates the ability or that end their turns adjacent to him take 1d6 points of damage of the same energy type as the evocation spell. If the spell deals more than one type of energy damage, the mystic must choose which of those types of damage his aura deals. Selecting this tattoo additional times increases the damage dealt by 2d6, to a maximum of 7d6. At minimum, you can do frost damage to adjacent creatures by casting Ray of Frost (will provoke), but can do things like Magic Missile for Force or Ear-Piercing Scream for Sonic, for example. ![]()
![]() Let us say you walk around a corner as a Move action, triggering a trap that you failed to see that makes you Confused for 1 round. Confusion wrote: This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round. Will it take effect the current turn or next turn? If affecting the next turn, will it occupy the full action and the confusion ends at the end of the action? ![]()
![]() Vivacious wrote: Some gnomes retain a trace of the vitality of the First World. These gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest. Whenever they are healed of hit point damage by a spell, they heal an additional amount equal to 1/2 the spell’s caster level (minimum 0). The extra healing does not apply to spells that grant fast healing or similar effects. This racial trait replaces gnome magic and keen senses. Hero's Defiance wrote: The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 hit points. If this healing brings your hit point total above 0 hit points, you do not fall, and may continue to act. If you have no more uses of lay on hands this spell has no effect. Let us say that a creature brings a Gnome Paladin below 0 Hit Points. The Paladin then casts Hero's Defiance as an Immediate Action. Would the Gnome recieve the bonus healing from the racial trait due to the extra 1d6 of healing? Would it still be considered a Lay on Hands, and would not trigger it? ![]()
![]() Bane Baldric wrote: This ornate sash of embroidered velvet stretches across the chest from shoulder to waist. If the wearer is an inquisitor, she is treated as five levels higher when using her bane and greater bane abilities. If the wearer is not an inquisitor, she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon. Attuning a new weapon to the baldric ends the attunement for the previous weapon. The item treats bane as 5 levels higher for an inquisitor, but what happens if you swap bane? Does this do nothing for them? Would it let them use it as like the non-inquisitor type? ![]()
![]() Plausible Pseudonym wrote: Cure beats prevention. Though there are some issues with this; Let us say you are fighting creatures that their slam attacks causes energy drain of a level per hit with no save. Then this becomes an issue of if you can effectively take out that series of creatures or have an effective way to escape them. In one adventure path, I was the frontline combatant and was nearly turned due to 12 negative levels. It was ugly. Having a Black Soul Shard can help with a single hit of negative level, but the issue is that you can only have one attuned to yourself and it takes a week to reattune. The Darkskull is an effective one, since you can get it to have Death Ward, but may be a bit expensive or not something the GM would like (i.e. it is a purely evil item) One thing that you might consider is the Deathless Armor enchantment. It has a 25% chance to negate negative levels, so everything helps. ![]()
![]() Cevah wrote:
Ah, you are correct. Here are the adjustments: Rebuild #1:
Rebuild #2:
![]()
![]() For these, this is the setup: Precombat - Cast Slipstream (10 min/CL, so 30 minutes) Round 1 - Use Wand of Expeditious Retreat (Standard Action, Last 1 minute); Activate Occultist's Sudden Speed (Swift Action, Last 1 minute); Move up to 185' or 170' (180' or 165' with the Run Feat build, respectively) Round 2 - Spring Attack to Base Land Speed, or Charge/Run (can activate Run like the Wind 1/hour ability and/or Cheetah's Sprint as a Swift) ![]()
![]() Cevah wrote:
The build that I had on December 2nd swapped out the Ninja levels for something else (I think the Bloodrager/Shaman combo). With the introduction of the Occult Adventures, Jurassic Pratt, it does indeed gives us another way to boost the speed of the character. Since it lasts for 1 minute per use, it is effective in combat (for Spring Attack or escaping the combat). We can swap out the 3 Levels of Horizon Walker (10 ft) for a Level in Occultist and 2 Levels of Alchemist (For Montsrous Graft, a +5 ft bonus) Now let us say that we are going to for the Spring Attack Build:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Level 10:
Level 11:
Drink a Potion of Expedious Retreat and Potion/Wand of Slipstream. 30' Base
30' (Expedious Retreat)
185' Base Land Speed. 370' Charge. 740' Run.
Sidenote: At Level 11, you will have a BAB of +4 and Base Saves of 14/4/11 Another alternative that you can use is Disregarding the Alchemist Levels, as well as a +0 BAB, +10 Speed class and go for swap the Barbarian for the Unchained Barbarian, grabbing the Swift Foot/Sprint Rage Powers. Sprint wrote: The barbarian adds 1/2 her speed to the distance she can move when she runs or charges. A barbarian must have the swift foot rage power and be at least 4th level to select this rage power. Level 1: Base - Tribal Scars (Raptorscale)Race - Dodge Class (Unchained Barbarian) - Fast Movement Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Level 10:
Level 11:
30' Base
30' (Expedious Retreat)
x1.5 When Charging/Running (Sprint) 170' Base Land Speed. 510' Charge. 1020' Run.
Sidenote: With this build at Level 11, you will have a BAB of +7 and Base Saves of 13/2/10 An if you swap a Fleet with the Run feat, this can go to insane levels. Rebuild #1:
Rebuild #2:
MageHunter, I don't think that even Sonic can run 4.6875 miles (the 24750' run) in 6 seconds. =) And again, PFS Legal.
|