Heroism Domain is pretty good. You get aura of Heroism, and touch of glory help with social situation (after level 5, +level bonus from touch of glory will probably beat +WIS bonus from conversion inquisition). For combat, aim for a good teamwork feat combo. Broken Wing Gambit > Paired oppotunist or Improved feint partner > Paired oppotunist is great.
Speaking of Monster Tactician... Can a Good Monster Tactician use their Summon Monster SLA to summon Evil creature? Normally, you would thiunk that they can't, because "An inquisitor can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). " rule. But then we have faqs that say SLA isn't spell....
Prd wrote:
What happen when you choose to manifest thoughtform creature using this ability? Can the target even attack the thoughtform creature? (Actually... can Phantasm effect be attack or damage?) Also what happen if you choose to augment your thoughtform creature with 2MP from Protective ability? Do you get immunity to AC attack from the target in the real world? Prd wrote:
Rub-Eta wrote:
You are probably thinking about metagame artifact "figurine of concealed companion". For Renarin Kholin, what about this trait ? Free horse and ability to call it by whistling.
I smell some Threadomancy magic. Also... SLOBlues wrote:
Dukai wrote: where is that "see expanded summoning for clerics" information found? Also, does the celestial template add the good subtype to the creature? If so, a cleric following a NG diety should be able to summon as a standard action. "Summoned by the faithful". Page 30 of Monster Summoner's Handbook. I don't thinks any online source have it listed yet. Also, no. Celestial Template doesn't gives the subtype to creature.
nicholas storm wrote: Not sure how you get into mystic theurge with only 1 level of cleric. SLAs don't count as spells anymore, so earliest entry into mystic theurge is after cleric 3 wizard 3 as far as I know. Spirit Whisperer Wizard loophole? Lore Spirit's Arcane Enlightenment hex let you pick up Sorc/Wiz spells and cast them as Divine spells.
kinevon wrote:
I thought most Paladin will have 13 INT for Unsanctioned Knowledge. I means... Smite Evil Sonic Thrust is pretty fun and less controversial than magic missile.
For 1).. You can't do it like that. Betrayal Feat Rule wrote: Characters with class abilities granting allies access to teamwork feats (such as cavaliers or inquisitors) can select these teamwork feats normally, but allies who are granted these feats can use the feats only as initiators, not as abettors. An inquisitor could not grant an ally the Ally Shield feat and then use the ally as a shield, for example, but he could allow that ally to use him as a shield. So it ironically becomes the opposite of betrayal.
Nice Threadomancer. But next time you should conjure up a new thread like any respectable mage! For level 20 Rogue : No. The feat gives you Sorcerer level to determine power but not Sorcerer class feature. It's the same reason why you don't get other Sorcerer class feature like Eschew Material, Bloodline feat, etc. from Eldritch Heritage. Spell list is a class feature just like those things. For Level 19 Rogue / 1 Sorc : You probably could casts it using your Level 1 Sorcerer spell slot. So you can't actually cast any 2nd level spell or higher. For Major Magic : I'm not 100% sure but the answer is probably no. SLA follows different rule than normal spell casting. You don't actually has access to spell list, and Rogue Talent only gives you the ability to casts that one spell you choose.
Claxon wrote:
I thinks he's suggesting the OP to dip into 2 level of Rogue for Bomber Rogue Talent? That talent use your Sneak Attack damage to determine bomb damage, so it should gives Vivisectionist a full bomb progression.
I'm not sure what do you needs Quick Draw for at the current level, since you don't have iterative attack. Are you using your moving action for something? Drawing a weapon without Quick Draw is a move action that doesn't provoke AoO. You could also invest in Spiked Gauntlet or Cestus, They do 2 less average damage than the Morningstar but it's always on your hand. For the vision issue... What about Nightdrops? It's 250gp for 5 uses of 1 hour long low-light vision.
What is your traits? You can get low-light vision with a Blood of Dragon race trait. But it's probably easier to buy ioun stone or cast light on your gears. If you can convince your GM to allow you to change feats, I thinks you should get Augment Summoning first. It helps with your melee issue. At your current level, Augmented Small Earth Elemental's Slam will be +8 (1d6+11). This will also makes your creatures a bit more durable. I feels like a lots of your character concept could benefit from utilizing your Summon Monster. Being a spell-like ability, it doesn't have verbal component, so it's like a silent spell. It's also a perfect tools for assassination, Summon Monster doesn't break your invisibility and there will be no evidence left when you send your creature back to the other planes.
Just going to throw PFS faqs out here. FAQS wrote: Casting an evil spell is not an alignment infraction in and of itself, as long as it doesn't violate any codes, tenents of faith, or other such issues. Committing an evil act outside of casting the spell, such as using an evil spell to torture an innocent NPC for information or the like is an alignment infraction. For example: using infernal healing to heal party members is not an evil act. But I don't thinks PFS faqs count as RAW, so take that however you like.
Josh-o-Lantern wrote:
Actually Paladins and Rangers don't have to roll since level 1. prd wrote wrote: Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin.
PRD Wrote wrote:
I don't thinks Effortless Trickery change this rule.
How about Rapid Shot? It works for both bow and bomb (once you get fast bombs). zainale wrote:
Same reason that prevent you from using TWF with other SU ability like Hand of the Apprentice. Because creating and throwing bomb is its own standard action and not attack action.
The "save DC is Constitution-based." means that the REF DC for the ability will goes up if the attacking creature has higher CON. If you wants to reverse engineer the process REF 14 DC came from 10 + 4 (half Golem HD) + 0 (CON). Also check out Construct traits.
PRD wrote wrote: Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Probably easier to do if you have access to magic. Lock Gaze, Compel Hostility, Command spells might be what you are looking for. Another way is to use Solo Tactic / Fighter Tactic with Ally Shield feats. and let you ally use you as a shield.
Paulicus wrote: What are the sources? Advance Race Guide and Inner Sea Race Cavall wrote: I think someone covered this on a different thread and the answer was no. They were intended as two ways to the same end goal. Ah, thank you. I found the post where Mark said it wouldn't work. That would teach me to use the traits as keyword instead of trying to search for Half-Orc discussion.
Just looking through half-orc alternate racial traits and I noticed that there are 2 ways for Half-Orc to get Skilled racial traits. Quote: Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. Quote: Human-Raised: Some half-orcs raised as humans lack their cousins' ferocity and training in orc weapons, but pick up a bit of their human parents' skills. They gain the human's skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity. Both methods replace difference racial traits. So what happen if you decided to pick both Skilled and Human Raised?
Lemmy wrote:
Wouldn't Mysterious Stranger get Dex to damage at level 9 since it's only replace Gun Training 1?
Okay. This might be a silly question and not really logical but I'm looking at Void Kineticist and I'm wondering... What is the rule that makes Construct immune to Negative Energy? Undead had the text saying that negative energy heal them in their traits. But constructs doesn't seems to have anything like that. The reason Channel Negative Energy doesn't work on them is because Channel energy says its only work on Living or Undead. So.. Can you defy all common sense and use Negative Blast to hurt Construct by RAW?
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