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http://paizo.com/pathfinderRPG/prd/ultimateMagic/ultimateMagicFeats.html#ri cochet-splash-weapon

If I missed my initial attack against a Large creature, and the misdirection roll points it back to the same Large creature but in a different square, would you allow the feat to activate?


Immolation Cloak Details:

An immolation cloak grants its wearer resist fire 20. As a swift action, the wearer can command the cloak to burst into flame, providing the benefits of a fire shield (warm flames only).

The wearer can dismiss the flames as a free action. The cloak can be used for a maximum of 10 rounds per day, which don't have to be consecutive.

By expending one use of mythic power, the cloak's wearer can recharge its immolation abilities. In addition, the wearer can expend one use of mythic power to detonate in a fiery explosion, dealing 1d8 points of fire damage per character level in a 30-foot-radius spread. A successful Reflex save (DC 10 + the wearer's mythic tier + the wearer's Charisma modifier) halves this damage. Though apparently destroyed in the explosion, the wearer reforms just prior to the start of his next turn in the space he exploded in (or the nearest open space if that space is unavailable).

Last bolded part is the bit I'm interested in. Does this mean you can (for 1 mythic power use) disappear from the game, becoming untargetable for a round and potentially deal some pretty good damage too?

Yes it is a Mythic item, and yes it does cost 65,000 to buy, (though you'd most likely be crafting the item as a DM who gives out Mythic Magic Items should seriously reconsider the idea) but it seems a little too good as you can use it for some really good escape tactics as it can't be countered by Dimensional Anchor effects.


As the topic. Illusory Wall specifically states that you cannot see through it even when you save the spell. Does the spell True Seeing or the ability Truesight allow you to see what's on the other side?


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BROOM OF FLYING
Price: 17,000g
Fly Speed: 40/30ft, +4 Fly check
Carry: 200/400lb
Use: 9 hours/day, non-continuous use possible
Note: Can be called back to user if within 900ft away. Can be commanded to fly somewhere by itself.

RACING BROOM OF FLYING
Price: 30,000g
As per Broom of Flying, but can Boost to 60/40ft for minutes per day, or Turbo Boost to 120/80ft for 1 round plus chance of broken condition.

CARPET OF FLYING
Price: 20,000g
Fly Speed: 40/30ft, +5 Fly check
Carry: 200/400lb
Use: Unlimited

HELM OF THE VALKYRIE
Price: 16,000g
Fly Speed: 100ft, +14 Fly check
Carry: User + 140lb
Use: Once/day for 24 hours

In nearly every way, the Helm of the Valkyrie is the better option for flying, especially for out-of-combat flight. The Helm can carry more(unless the rider weighs less than 60lb), fly faster, fly better, and fly for longer, all at a cheaper price.

The only downside to it is that it takes a Head slot instead of being slotless, which could matter if you are using items like the Jingasa of the Fortunate Soldier or Cap of the Free Thinker. Plus if your mount dies (a little hard since it has 100HP) or you are squeezing through somewhere the mount can't follow, you can't re-summon it for the day.

Is there anything that I've missed or has this become the preferred item of travelling without Teleport/Wind Walk?


How does the Distraction class feature from the Burglar archetype work with Hide in Plain Sight ability? The class feature specifically states that it can only be used when the creature cannot see the rogue, but I'm not sure whether or not HiPS is considered seen or not.

The HiPS that I'm taking is from Eldritch Heritage(Shadow Bloodline), and it does state "even while being observed".

For reference:

Distraction:

At 8th level, whenever a burglar is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection. This only functions if the creature cannot see the rogue. This ability can only be used once during a given Stealth attempt. If the same creature detects the rogue’s presence again, the ability has no effect.
This ability replaces improved uncanny dodge.

Shadow Well:
At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.


After looking at the Simple Fighter Fix thread, I thought that maybe this could also apply for the Rogue "fix".

Now I do understand that there are multitudes of Rogue Fixes out there that do a better job, (one that I like is Kelazans Rogue Fix) I was more interested in making a quick fix that can be applied relatively quickly, mainly for those short session games where you might not remember all the new rules and abilities of your character.

QUICK FIX IDEA: At every odd-level (levels you gain an extra Sneak Attack dice) you gain an extra feat. Any feat, not just combat feat.

The idea is that there are many feats out there already that attempts to fix the rogue, like the Shadow Strike feat. Or things that you'd believe a rogue should already be able to do, like Quick Draw or Improved Steal. This quick fix allows the rogue to get the flavourful feats along with the necessary "feat tax" like Weapon Finesse or Precise Shot.

Of course, there would be many ways to break this solution, including multiclassing shenanigans, but hopefully for a short campaign of 3-5 level ups, the PCs would play fair and this won't hurt too much :)

Now my question is what kind of absolute monster can you make with this fix? I am planning on running said short campaign around the LV8-LV12 so our groups DM can take a well deserved break, but I'd like to know what crazy combo min-max characters I could possibly expect from this.


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Since there isn't a proper list of Fighter Archetypes that are compatible with the Gloves of Dueling, I thought I'll step up and finally start this list.

This is all as per RAW, since the FAQ ruling has decided:

1) The name of the Class Feature does not matter
2) The functional similarities of the Class Feature does not matter
3) Must reference the original Class Feature

*FAQ link here*

The real killer of Gloves of Dueling for most of the archetype is the Archer Example in the FAQ, where it specifically states that even if the ability's game mechanics work the same as original W.T, it doesn't mean it counts as the same Class Feature.

Disclaimer: As stated before, this is only by RAW. I don't really see any balance issues why you wouldn't let the Gloves work for the other archetypes with a similar Weapon Training Feature.

WORKS WITH GLOVES
- Does not replace Weapon Training
Corsair
Dervish of Dawn
Gladiator
Lore Warden
Thunderstriker
Trench Fighter
Weapon Bearer Squire

- Must Select Specific Weapon as Weapon Training
Dragoon
Two-Handed Fighter
Foehammer

- Only replaces Weapon Training 1, not 2,3 or 4
Swordlord
Tactician

DOES NOT WORK WITH GLOVES
Archer
Armor Master
Brawler
Cad
Crossbowman
Free Hand Fighter
Mobile Fighter
Phalanx Soldier
Polearm Master
Roughrider
Savage Warrior
Shielded Fighter
Tower Shield Specialist
Two-Weapon Warrior
Unbreakable
Viking
Airborne Ambusher
Cavern Sniper
Swarm Fighter

QUESTIONABLE RAI/REQUIRES FAQ
Buckler Duelist: Doesn't say anything about replacing Weapon Training 2,3,4
Unarmed Fighter: Weapon Training not referenced
Weapon Master: Weapon Training not referenced

The ones in question would be Unarmed Fighter as the replaced Class Feature is also called Weapon Training, but does not reference the original W.T. in any way thus making it non-compatible with the Gloves. The same can be said with Weapon Master, as it replaces Armour Training with something similar to W.T but again does not reference the original W.T. in any way.

Buckler Duelist by RAW doesn't lose Weapon Training 2,3,4 therefore allowing it to use the Gloves. Whether or not by RAI it is supposed to lose the rest of the Weapon Training is another issue altogether.

Hope that helps!


How would you guys rate this character in terms of usefulness as an actual scout? The idea is to scout way ahead of the group and be able to survive/get away if detected. Mechanic-wise it's all based on the brokeness of the Rogue Talent Terrain Mastery and how it stacks to ungodly levels. Then add in getting HiPS with Improved Eldritch Heritage(Shadow) at LV11, for the perfect Stealth machine.

When it comes to combat, he's got 6 LVs of Rogue with 3/4 BAB, then Full BAB from Horizon Walker. Damage would be low, as he'll only have max 3d6 Sneak Attack (unless you go beyond LV16 for more Rogue LV) and all other feat slots are Extra Rogue Talent.

Outside of combat and scouting, you get 8 ranks per LV for Rogue and 6 ranks per LV for Horizon Walker, making this build a capable Skill-Monkey that can either go trap detection/disable device or the Face (with at least 15 CHA for Improved Eldritch Heritage). You can stack on Survival to get godlike numbers for food gathering/tracking in your favoured terrain too.

I chose Plane of Air for the ability to Fly for Terrain Dominance, but you could gain combat effectiveness by choosing something else for the Favoured Enemy bonus instead. Depending on your DM, you could argue that Humans are native to the Urban Terrain, getting a +14 hit/dmg against Humans.

Favoured Terrain Build:

Rogue for the first 6 levels, then Horizon Walker. DEX is 16 for +3 mod

LEVEL 1: Rogue 1, Stealth = 10 = 1(Rank) + 3(DEX) + 3(Class Skill) + 3(Skill Focus)
Skill Focus(Stealth)

LEVEL 2: Rogue 2
Rogue Talent(Terrain Mastery, Urban)

Favoured Terrain Bonus: Urban +2

LEVEL 3: Rogue 3
Run

LEVEL 4: Rogue 4
Rogue Talent(Terrain Mastery, Underground)

Favoured Terrain Bonus: Underground +2, Urban +4

LEVEL 5: Rogue 5
Eldritch Heritage(Shadow/Umbral): Either Cloak of Shadows or Shadowstrike

LEVEL 6: Rogue 6, Stealth = 15 = 6(Rank) + 3(DEX) + 3(Class Skill) + 3(Skill Focus)
Rogue Talent(Terrain Mastery, Forest)

Favoured Terrain Bonus: Forest +2, Underground +4, Urban +6

LEVEL 7: Horizon Walker 1
HW Favoured Terrain(Mountains)
Extra Rogue Talent(Terrain Mastery, Jungle)

Favoured Terrain Bonus: Jungle +2, Mountain +4, Forest +4, Underground +6, Urban +8

LEVEL 8: Horizon Walker 2
HW Favoured Terrain(Plane of Air, Urban)
HW Terrain Mastery(Plane of Air): +1 competence hit/dmg vs flying creatures

Favoured Terrain Bonus: Plane of Air +2, Jungle +4, Mountain +6, Underground +8, Urban +12

LEVEL 9: Horizon Walker 3
Extra Rogue Talent(Terrain Mastery): Cold?
HW Terrain Dominance(Plane of Air), Fly as (Sp) 3+WIS/day, CL = Character LV

Favoured Terrain Bonus: Cold? +2, Plane of Air +4, Jungle +6, Mountain +8, Underground +10, Urban +14

LEVEL 10: Horizon Walker 4, Stealth = +23 = 10(Ranks) + 4(DEX) + 3(Class Skill) + 6(Skill Focus)
HW Favoured Terrain(Plane of Fire?, Underground)
HW Terrain Mastery(Underground), Blind-Feat bonus feat

Favoured Terrain Bonus: Plane of Fire? +2, Cold? +2, Plane of Air +4, Jungle +6, Mountain +8, Underground +12, Urban +14

LEVEL 11: Horizon Walker 5
Improved Eldritch Heritage: Shadow Well(HiPS finally!)
HW Favoured Terrain(Desert?, Underground)

Favoured Terrain Bonus: Desert? + 2, Plane of Fire? +2, Cold? +2, Plane of Air +4, Jungle +6, Mountain +8, Underground +14, Urban +14

By LV11, you should have:
Stealth: 10(Ranks) + 4(Dex) + 3(Class Skill) + 6(Skill Focus) = +23

And this is not including equipment like Shadow Armour(+5 competence Stealth), Boots of Friendly Terrain(bonus from one specific Terrain increase by 2), and Belt of DEX. I've also not listed a Race either, so going Small gives an extra +4, and if also get Reduce Person cast gains another +4. Or go Human for extra feat and get Stealthy for extra +2/+4.

If you allow Wildblood types for Eldritch Heritage, getting Umbral gives the ability to grant a bonus to Stealth in Dim/No light = 1/2 LV for equal number of rounds. So (11-2)/2 = +4 Untyped Stealth for 4 rounds @LV11.


If I was wielding a ranged weapon (bow, gun, sling etc.), can I use the Bodyguard feat? There was ruling about how you don't need to be threatening the opponent with your weapon as per normal aid another rules, but what about this?


Two Handed Fighter Archetype
Dorn Dergar Master Feat
Dorn Dergar Weapon Listing

In the Two-Handed Fighter archetype, most of the class features refers to a "Two Handed Weapon" and not "weapon wielded in Two Hands". This makes it so that you cannot use a Longsword or Bastard Sword wielded in two hands with this archetype.

Does that therefore mean that you can use the Dwarven Dorn Dergar in both hands (Two Weapon Fighting) and still gain the bonuses from this archetype, as the Dorn Dergar is classed as a "Two Handed Weapon"? This question also applies to using Lances while Mounted, as they are also "Two Handed Weapons" that are allowed to be wielded in one-hand during specific circumstances.


My search-fu is seriously lacking as I couldn't find a definitive answer in the forums, so I'm asking here.

1: Does Greater Grapple give +2 to Grapple CMD or is it an outlier from all the other Greater-type feats?

2: Does Improved Grapple and other feats/items/class features that give "+X to Grappple CMD" increase the CMD for the opponent to break the grapple? In a sense, this question is kind of asking whether or not breaking from a grapple is considered a grapple check or a combat maneuver check?

From what I've turned up RAW-wise, Greater Grapple does not give the CMD bonus. Also breaking a grapple isn't a grapple check, nor by RAW is reversing a grapple.
Grapple Rules Link
Under "If You Are Grappled", it says you can attempt to break out of the grapple as a Standard Action by making a combat maneuver check or Escape Artist check, and if successful you can become the grappler instead.


Link to Gunslinger
Link to Readied Action

Startling Shot:
At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Does this mean that if I ready an action to use Startling Shot on a target, the target would be Flat-Footed at the start of my next turn and therefore susceptible to Deadly Stroke/Sneak Attacks?


So this build first came from the idea of combining Eldritch Heritage(Infernal/Pit-Touched) with the Deadly Stroke feat.

Feat Order:
Human Bonus Feat: Skill Focus(Diplomacy)
LV01: Intimidating Prowess / Weapon Focus
LV02: Power Attack
LV03: Eldritch Heritage
LV04: Weapon Specialisation
LV05: Dazzling Display
LV06: Shatter Defenses
LV07: Skill Focus(Intimidate)
LV08: Greater Weapon Focus
LV09: Martial Versatility(Weapon Focus)
LV10: Martial Versatility(Weapon Specialisation) Retrain @ LV16 for Martial Mastery
LV11: Deadly Stroke
LV12: Greater Weapon Specialisation
LV13: Improved Eldritch Heritage
LV14:
LV15:
LV16:
LV17: Greater Eldritch Heritage
LV18:
LV19:
LV20:

Now the problem is that I'm not getting any inspiration for what to do other that this! What kind of Fighter to build, what weapon to use etc. I'm not aiming to build a super optimised build or anything, I just saw two abilities that could work together well and tried making something out of it. So, what do you guys recommend?

Pretty much I chose Human for the bonus feat that I might not even need, Martial Versatility chain just cause I'm a human fighter, and Skill Focus(Intimidate) for when I run out of Corrupting Touch. I thought that maybe with my High CHA from Eldritch Heritage I could even be the Face of the party, so being Human gives me at INT 10 Intimidate/Diplomacy/Perception.


The question at hand is this, unless you have something akin to Uncanny Dodge, any creature can be caught flat-footed yes? So for example, if you roll well enough you can catch an Ooze flat-footed?

2nd part of the question is, since nothing in Deadly Stroke does it say anything about critical hit or precision damage, nothing is immune to the double damage effect from Deadly Stroke? Using the Ooze example again, even though Oozes can't be flanked or critically hit, it would still take double damage and even the 1 CON bleed as well, since it is not immune to bleed effects?


In our group we came across this spell and was discussing what would happen when this spell interacts with Disable Device., and mainly the duration of Permanent is what is giving us doubt.

link: Phantom Trap

My opinion of the spell is:

DC of the Trap is either the Spell LV DC, or a specific trap DC to imitate if you have ranks in Craft(Trap).

Situation 1- Successful Disable Device
The disabler doesn't know it's a fake, successfully bypasses the trap, and the Phantom Trap rearms itself after 10 minutes (like a permanent Symbol spell)

Situation 2- Failed Disable Device
The trap goes off, but nothing happens as per the spell description, and the Phantom Trap rearms itself after 10 minutes.

My reasoning behind this the fact that it doesn't have a permanent until discharge line like most other spells, so it is effectively permanent until dismissed or dispelled.

Thoughts?


See: Thunderstriker, Shield Master

The question I wish to ask is whether or not the Armour Enhancement Bonus from a +2 Shield would double up from the Knockback Smash class ability and the Shield Master feat?


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Just stating upfront that this question has nothing to do with Whirlwind Attack.

Rapid Attack says "... combine a Full Attack Action with a single move..." and the LV20 Capstone Whirlwind Blitz says "... can make a Full Attack Action as a Standard Action..."

Does that mean at LV20, the Mobile Fighter can move with a Move Action, then Standard Action Rapid Attack, for an extra movement and Full Attack minus 1 highest BAB attack?


GREATER HASTE

SCHOOL: Transmutation
LEVEL: Alchemist 5, Bard 5, Magus 5, Sorcerer/Wizard 6, Summoner 5

CASTING TIME: 1 Standard Action
COMPONENTS: V,S,M (a shaving of licorice root & thyme)

RANGE: Close
TARGETS: One creature/LV, no two more than 30ft apart
DURATION 1 round/LV
SAVING THROWS: Fort/Negate(harmless)
SPELL RESISTANCE: yes(harmless)

As per Haste, but increase the enhancement to movement speed from 30ft to 40ft, to a maximum of thrice the subjects normal speed. So a Small creature with base 20ft movement can now move at 60ft.

Once per casting of this spell, each target can take one extra swift action or 5ft step. Doing so uses up some power from the spell and the bonuses become that of normal Haste for the remaining duration.

----------------------------------------

The idea behind this spell is to give more battlefield control to Melee fighters when they're up against creatures with reach, and to give Small sized PCs less distance to catch up with. 60ft(Small) vs 70ft(Medium) against regular Haste's 40ft(Small) vs 60ft(Medium).

Is this too powerful for any Spell LV, or not powerful enough? Should I also increase the bonuses to +2 hit/AC/Reflex, or increase the Spell LV to Wizard 7?


I've been going through Ultimate Combat and the Body Bludgeon rage power looks so awesome fluff-wise that I just had to try and make a character for it. I've built the basic character now, and was wondering if anybody out there could help me make him better/relevant.

Level Progression:
Monk - 1, 4, 6, 8, 10
Barb - 2, 3, 5, 7, 9, 11, 12, 13.....

Race: Human
25-point Buy
STR: 16 + 2(Race)
DEX: 14
CON: 14
INT: 13
WIS: 12
CHA: 10

Just because I can, I'll model him after the Berserker in 8-Bit Theater, monocule and all. Being a Barbarian is a job choice, not a mental-state of mind.

Feats:
---------------------
Human Bonus Feat: Defensive Combat Training(Use Hit Dice instead of BAB for CMD)
Monk Bonus Feat: Dodge
LV1: Improved Grapple
---------------------
---------------------
LV2 Rage Power: Lesser Beast Totem(Gain two claw attacks)
LV3: Snapping Turtle Style
---------------------
Monk LV2 Bonus Feat: Catch-Off Guard(No penalties to improvised melee weapons)
---------------------
LV5: Snapping Turtle Clutch(If enemy misses melee attack, immediate action to attempt grapple at -2 penalty)
---------------------
---------------------
LV7: Greater Grapple
LV4 Rage Power: Guarded Life
---------------------
---------------------
LV9: Improvised Weapon Mastery(No penalties for any improvised weapons, increase damage die by one step, max 1d8 for one-hand, 2d6 for two-hands. 19-20/x2 crit range)
OR
LV9: Body Shield(Immediate Action while grappling to gain cover for one attack. If that attack misses, may hit grappled target instead)
---------------------
---------------------
LV11: Rapid Grappler(If succeed with Greater Grapple, can use swift action for another grapple check)
LV6 Rage Power: Beast Totem(+1 Natural AC, another +1 per 4 Barb LVs)
---------------------
---------------------
LV13: Improved Critical(Improvised)
OR
Body Shield/Improvised Weapon Mastery
LV8 Rage Power: Strength Surge(Add Barb LV to one STR-check or CMB or CMD, swift action)
OR Greater Guarded Life(Double Guarded Life bonus)
---------------------
---------------------
LV15: Extra Rage Power(Greater Beast Totem, POUNCE)
LV10 Rage Power: Body Bludgeon
---------------------
---------------------
LV17: Pinning Knockout(Deal double non-lethal grapple damage)
LV12 Rage Power: Reckless Abandon
---------------------
---------------------
LV19:
LV14 Rage Power: Unexpected Strike(If enemy move into your threatened square, can AoO even if normally can't)

As you can see, there are quite a few places where I need help. LV9's feat choice links with LV13's choice, any rage power not Beast Totem chain or Body Bludgeon can be swapped for anything really. You can rage cycle at lv10, though what's the best power to do so at Barb LV5? Where does Power Attack (Body Bludgeon counts as a two-handed weapon!) fit in all this?

Would you allow Improvised Weapon Mastery to be considered "proficiency" in Improvised Weapons, so you can take Improved Critical?

I don't think too much of Body Shield because you'll be quite taxed on the amount of Swift/Immediate Actions you can take.

LV15 is where this character gets to play with his real toys, which is quite late but makes the journey that much more fun for character building and such. I guess the real question is how relevant this character can be for all levels 1 - 20?

An equipmentless snapshot at LV10:
---------------------
Barb5/Monk5
STR: 20
DEX: 14
CON: 14
INT: 13
WIS: 12
CHA: 10

HP: 88 (Max HP @ LV1, Half+1 for all other LVs, Favoured Class HP)
AC: 16 (10 + 2(DEX) + 1(Snapping Turtle Style) + 2(Monk+WIS) + 1(Dodge))
Flat-Foot 13, Touch 16
Speed 50ft (30 + 10(Monk Enhancement) + 10(Barb Fast Move)

Fast Movement, Rage, Savage Grapple, Pit Fighter(CMB Grapple), Improved Savage Grapple
Flurry of Blows, Stunning Fist, Improved Unarmed Strike, Evasion, Fast Movement, Maneuver Training, Pain Point, Martial Arts Master, Exploit Weakness, Extreme Endurance, High Jump

CMD: 31 (10 + 10(Hit Dice) + 5(STR) + 2(DEX) + 1(Dodge) + 1(Snapping Turtle Clutch) + 2(Monk+WIS))

Unarmed Strike = +13/+8, 1d8 dmg
Flurry = +13/+13/+8, 1d8
Grapple = +21 (8(BAB) + 2(Monk Maneuver Bonus) + 5(STR) + 4(Improved/Greater Grapple) + 2(Pit Fighter))
---------------------

Some things he can do(yes, most of these are just Grapple condition stuff):
- So you can maintain a grapple as a move action(Greater Grapple), grapple again as a swift(Rapid Grappler), then standard action to attack somebody else within melee range with no penalties(No penalties part - Improved Savage Grapple).
- With Improved Savage Grapple and Body Bludgeon, you can grapple/pin a Medium Sized creature and use it as the Improvised Weapon (I believe, if not, ah well)
- If somebody misses you in melee, you can immidiate action to grapple them with -2 penalty, so you can start your turn with Move Action Grapple @ +5 grapple check.
- If we get Pinning Knockout, you can deal double non-lethal damage to make them unconscious (2d8 + 10), maybe twice with Rapid Grappler. Which leads to Full-Attacks with Body Bludgeon.
- Pin the creature down, so they lose their DEX bonus to AC, plus another -4 AC penalty, can't physically attack and let the other DPS character wail at him.
- On your turn, Standard Action start grapple, Move action pin, swift action deal damage. That creature "loses" it's next turn attempting to escape since it can't physically attack or move, or minimum DC 31 + Spell LV to concentrate a non-somatic/material component spell/spell-like out. Supernatural works, however.
- Grapple a creature so it cannot take AoO, clearing the way for retreat/spell casting/melee surround.
- Rage Pounce Full Attack with a tied up/unconsious foe.

Creatures the LV10 build may face:
An Adult Black Dragon(CR 11) has CMD of 33, so a roll of 12 or better gets the grapple. Now the question is when it tries to break the grapple, it has a CMB of +22, so a flat CMD of 31 (+1 size for Improved Savage Grapple) mean it requires a roll of 9 or better to get out, not including any magical defenses like Ring of Protection.
An Elder Earth Elemental(CR 11) has CMD of 39 and CMB of +30, 'nuff said.
An 11-Headed Cryohydra(CR12) has CMD 28 and CMB +17, though you're gonna take 11 bite attacks for sure (unless you pin the creature down, how that works... *shrug*)


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I've got an idea for a Bard getting Missile/Ray Shield and using a Ring of Force Shield. However I don't know how much damage the Ring would take from Ray Shield.

Ring of Force Shield, CL9, 8500g Market Price: Creates a Force-based Heavy Shield, like Wall of Force.
Wall of Force, Hardness 30, HP = 20 x CL (180?)

How would you guys allow this to work? Does it regenerate it's HP after a day? How does Ray Shield work against spells like Ray of Enfeeblement?


For reference:

Spell Perfection:
Spell Perfection
Prerequisites: Spellcraft 15 ranks, at least three metamagic feats.

Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

Spell Specialization:
Spell Specialization
Prerequisites: Int 13, Spell Focus.

Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

So does this work for feats like Spell Specialization (+2 to CL) and Varisian Tattoo, or for traits (like Gifted Adept)?

I'm leaning toward yes for Specialization, but no for traits.