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Organized Play Member. 207 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Liberty's Edge

Yeah, I'm allowed to. I just personally feel the chained version is pretty overpowered, so I was actually penalizing myself. No biggie. Thanks though!

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Xenocrat wrote:
The whole point of the twin eidolon is it looks like you. Since the assumption is you don’t have claws...

There are so many ways to get claws as a Summoner, be it via race or feats or spells.

Anyway, thanks all.

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Lady-J wrote:
would the twin eidolon not be the same type as the normal one?b

A Twinned Summoner is an archetype that grants a specific eidolon with the "Twinned" subtype. It's an archetype that works for both Unchained and Chained, but they work differently since Unchained uses different rules for eidolons.

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Can an Unchained Twinned Summoner's eidolon get the Claws evolution? The prerequisites states it requires certain subtypes and doesn't list Twinned as one of them :/

I suppose at least the chained version can?

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Is Alchemical Allocation allowed to be used in conjunction with Extracts?

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If a large creature used Monstrous Physique to become medium sized, what happens to his strength?

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Anything cool for alchemists and bloodragers????

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Why do I keep seeing people mentioning the PDFs? It says PDFs aren't available until May 31. Can someone confirm if it is already available please?

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avr wrote:
A spell sage wizard can cast it spontaneously, but it won't be in their spellbook.

This will do it. It'll hurt having to drop Arcane School, but I'll figure out a way to make it work. Thanks!

Liberty's Edge

Trying to give a wizard the Greater Magic Fang spell into his spellbook. Faith Magic discovery is one way, is there any other way?

I'm aware of samsaran and magaambyan arcanist, but samsaran and prcs aren't allowed. I'd rather be human if possible anyway. Is there a way to get it through another spell? Item? Feat? Something else?

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If a ratfolk had the Scurrying Swarmer feat, and then polymorphs to another small form (say, a halfling), would he still be able to benefit from the Scurrying Swarmer feat?

What if he polymorphs to a medium sized creature?

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What level?

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Reuhne wrote:
If there was a way to enhance four or five specific creatures, that'd be awesome.

Go Wizard and take Balanced Summoning (Arcane Discovery) and use that along with Summon Guardian Spirit. That'll give you two distinct monsters right there. They can be your utility summons (make them cast Grease, or blind things, or fascinate or whatever). Then you can use the Rod of Giant Summoning for your glass cannon and/or tank, and modify them with Evolved Summons, possibly using Balanced Summoning with these summons too. Lastly you have your own familiar that can take archetypes, and perhaps later on you can upgrade them with Improved Familiar and it can be a wand wielder casting buffs for you. That's 4-5 specific creatures for you.

Use Acadamae Graduate feat to cast Summons as standard action so your summons can go right away.

Liberty's Edge

You okay with natural attacks? Or wanting TWF with manufactured weapons specifically?

I can't imagine anything beating a Vivisectionist using Feral discovery. Alchemical Allocation with Magic Fang +5 can be had by now and it'll last all day. Get a Tumor Familiar discovery and have it inject you with Bull's Strength or Cat's Grace extract (depends on your build) on the first round of combat, drink your Mutagen in the same round, move in and you're set. Even without sneak attacks you'll probably be doing significantly more damage than a barbarian or ranger or whatever. If you're a ratfolk, sneak attack is pretty much guaranteed so long as you're not the only melee in the group.

Liberty's Edge

Sweet, thanks. Man, I can't believe you even have a link specific to the designer's comment.

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If I have an invisible familiar that's flanking a creature with me, can I get the flanking bonus even if the enemy doesn't know it's being flanked by the invisible familiar? As in, can I just position my familiar there and basically just provide me with a flanking bonus?

Liberty's Edge

My quadruped synthesist is a catfolk with the claws alternate racial trait. If he wants to attack with his claws while fused, does he need to spend evolution points to get claws for his eidolon?

Is he able to cast spells using his normal clawed hands while fused in quadruped?

Liberty's Edge

I've read and re-read the Crafting Magic Items text, and I really just can't understand how crafting works when it comes to their interaction with extracts. I'm playing an alchemist//bard gestalt, so the character qualifies for Craft Wondrous Items. I've got the necessary Craft and Spellcraft skills maxed, as well as UMD if needed. Question is, if a required spell for an item is not on my bard's spell list, but my alchemist has it as a formula, can that be used to make the item?

And what about if the spell is on neither of their lists, am I allowed to make a UMD check to cast it from a scroll with a DC of 20+CL required to cast the spell?

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Thanks!

Liberty's Edge

Can an alchemist using Fast Bombs make iterative attacks using something other than bombs? So, let's say he has 5 attacks, can he make the first 3 using bombs, and the last two using, say, throwing daggers?

Let's assume he has Quick Draw as well, if that helps.

Liberty's Edge

Philo Pharynx wrote:

Sorry, I'd go with no monk, 2 levels of PW(Meditant) and the rest as soulknife.

though I'd go with regular soulknife over deadly fist. Mostly because this makes you a Jedi.

Decided to go Soulknife. Will probably dip for 2 levels into Meditant, but not really sure when to do it.

I do also like the idea of a Jedi now, curse you for bringing it up >_<

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Philo Pharynx wrote:

Monk

+1 fort
+1 will
2 bonus feats
stunning fist 4/day
evasion
Alignment limitation

Meditant w/ soul warrior
+1 enhancement on fists
More power points
1 bonus feat
+2 powers @ ml 4
+1 path power
+2 talents

What I meant to ask was, how many levels of each class were you looking at, since you mentioned combining all 3 classes, monk with meditant and deadly fist?

Quote:
Another option is to go War Soul archetype (from Path of War), and get nice unarmed martial maneuvers, but that precludes Gifted Blade.

Path of War not allowed in the game.

Liberty's Edge

Air0r wrote:
Otherwise yes, psywarrior may be a potentially better option. in the past I ran into an issue with the time it takes to 'power up' (all the really fun combat-buffing powers take time to manifest and the higher your level the more of them you want to have up at once). The easy work around is grabbing quicken power as soon as it becomes usable to you and a way to get focus back quickly. That is just one route though.

I figured that I would just use the long-lasting buffs (Metaphysical Claws, Inertial Armor, etc.), and then use swift buffs (offensive prescience most likely, so I can get better accuracy). I know people like to enlarge and do other crazy stuff, but I usually just go for simple tactics. Soulknife can pull off the exact same things, and doesn't even need Metaphysical Claws, so that would save PP, which is good since they get less. Aaack, I can't decide, lol.

Quote:

Multiclass. I'd start with Meditant, switch to soulknife. Then you take the Soul Warrior feat when you get a chance to make up for multiclassing.

If you want to go SAD, this will take longer, but this will also give you inertial armor on top of Dex and Wisdom.

I'd go Dex based until you can switch to Wis. You can then retrain weapon finesse. Plus dexterity helps AC and reflex save, so you weren't going to dump that. It's sort of like how gunslingers take a while for their damage to fully come on line.

Multiclassing also boosts your saves.

If you were to multiclass, what would the build look like at, say, level 10? I was thinking that if I went Soulknife, I would just go Monk2/SoulknifeX.

Liberty's Edge

Seems like the main benefit of going Soulknife is the free enhancement bonuses, and the full BAB. I guess I need to figure out if that's worth giving up for faster power progression, more power points, etc., and PsyWar does get Metaphysical Claws anyway, which I think works for unarmed attacks.

Liberty's Edge

Air0r wrote:
between those two option, I'd pick psychic warrior UNLESS your soulknife (deadly fist) is taking gifted blade; without gifted blade archetype, soulknife's main draw is saving money on a shiny weapon. in fact, if your DM allows for the High Psionic Variant of soulknife (gifted blade for free, without trading anything away for it), definitely take soulknife.

No high psionic, but yes, I'd go Gifted Blade if I went the Soulknife route. My main concern is that Soulknife AC won't be as good (since I want to be unarmored). I guess I can dip Monk. It also means I have to suffer a low power lvl 1 since I'd go Wis for atk/dmg. PsyWar can also punce much sooner, and more often. Hmmmmm..........

Liberty's Edge

I'm trying to build an unarmed attacker, and I was wondering which one is better between Psychic Warrior (Meditant) or Soulknife (Deadly Fist). I'm looking for an unarmed attacker that can compete against fighters/barbarian/etc. in the damage department. I also want the character to be unarmored. The game starts at level 1.

Meditant is good, but accuracy might be an issue down the line. It has better powers, and gets Wis to AC.

Deadly Fist has better accuracy, can be SAD (though it means waiting until level 2 before my attacks are any good) because Wis can be used for atk/dmg, and can get powers by going Gifted Blade. Perhaps I could dip into monk later on for the Wis to AC.

If you guys have any experience with either of these classes, let me know.

Liberty's Edge

As bad as the Feyspeaker is, that'll do the job. Thanks all :)

Liberty's Edge

Is there a class that uses charisma for spellcasting, and uses the Druid spell list?

I'm looking for something similar to how a Sorcerer uses charisma and uses wizard spell list, and the Oracle uses charisma and uses the Cleric spell list.

Liberty's Edge

If a Bloodrager wears a mithral full plate, do they get affected arcane spell failure chance?

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Secret Wizard wrote:
Level? Point buy? Wealth?

Level 13, 20-point, 140k gold.

Highest I got:
+26/+26 (Flurry)/+26 (Flurry)/+26 (Ki)/+26 (Boots)/+21/+16 = +13 BAB +7 Str +3 Enhancement +1 Weapon Focus +1 Competence (Ioun) +1 Haste (Boots)

That's using a +4 belt and +3 weapon. If using fists are better, I'm open to that.

Liberty's Edge

Secret Wizard wrote:

Honestly the Crane Style build is not that attractive anymore now that Crane Style requires a free hand, so you can't 2H with it, which is how I was getting extra damage in.

The damage should be meh, but you get a ton of attacks.

Also:

Quote:
Attacks: +25/+25 (Flurry)/+25 (Flurry)/+20/+15 = +13 BAB +7 Str +3 Enhancement +1 Weapon Focus +1 Competence (Ioun) +1 Haste (Boots) -1 Fighting Defensively (Crane Riposte)

If you are using Haste from the boots, you'd get another +25.

Quote:
Also, I saw the AC mentioned elsewhere that this Crane Style build gets +5 AC over the Dragon Style one, but I can only get +3 using Crane Style (+2 for fighting defensively +1 for Crane Style), though it's +7 vs melee since there's the additional +4 from Crane Wing.

Fighting Defensively is +3 (+4 with Crane Wing) if you have 3 Acrobatics or higher, as a base rule.

Also, Dragon Style is no longer attractive now that Ascetic Style exists, unless you play PFS.

What are some ways I can get the attack bonus to be higher? Using Ascetic Style means I'm no longer fighting defensively, which bumps that up to +26. Was hoping I can pump it up a bit more. Right now I'd be hesitant to use Power Attack.

Liberty's Edge

Secret Wizard wrote:
Quote:

Race: Human

Traits: Honored Fist of the Society, Indomitable Faith
Starting Scores: STR 18 (includes racial +2) / DEX 14 / CON 12 / INT 10 / WIS 15 / CHA 7
Planned Pips: +1 WIS at 4th level, rest to STR.
Feat/Ki Power/Style Strike Progression
1st level. Crane Style + Power Attack + Dodge
2nd level. Combat Reflexes
3rd level. Weapon Focus
4th level. KP: Qinggong Power [Barkskin]
5th level. Crane Wing + Style Strike [Flying Kick]
6th level. Mobility + KP: Ki Metabolism
7th level. Iron Will
8th level. KP: Abundant Step
9th level. Crane Riposte
10th level. Improved Critical + KP: Qinggong Power [Ki Leech] + Style Strike [Foot Stomp]
11th level. Dimensional Agility
12th level. KP: Diamond Soul
13th level. Dimensional Assault
14th level. KP: One Touch
15th level. Dimensional Dervish + Style Strike [Spinning Kick]

Use a Sansetsukuon wielded in two hands (I used a Temple Sword for flavor reasons). You suffer very little from having to combine unarmed strikes with weapon hits for the style strikes... after all, you'll mostly use Flying Kick to reposition yourself, and you only do that once every few full-attacks. Abundant Step can be used if you don't want to jeopardize damage/accuracy in some corner cases.

That being said, a Blade of the Sword Saint can be used instead of style strikes and is the best weapon bar-none for Monks.

You regularly have enough AC to be untouchable (literally, I ran the numbers, some enemies with CR +2 higher than you can only hit you with crits), and you combine that with: 1. great fort saves, 2. great reflex saves AND evasion. 3. great will saves, 4. Ki Metabolism, so you can hold your breath for... 14 hours. With a Belt of Physical Perfection, that's 16 hours.

Quote:

Race: Human

Traits: Honored Fist of the Society, Indomitable Faith
Starting Scores: STR 18 (includes racial +2) / DEX 14 / CON 12 / INT 10 / WIS 15 / CHA 7
Planned Pips: +1 WIS at 4th level, rest to STR.
Feat/Ki Power/Style Strike Progression
1st level. Power Attack + Weapon Focus + Dodge
2nd level. Combat Reflexes
3rd level. Dragon Style
4th level. KP: Qinggong Power [Barkskin]
5th level. Dragon Ferocity + Style Strike [Flying Kick]
6th level. Mobility + KP: Elemental Fury
7th level. Elemental Fist
8th level. KP: Abundant Step
9th level. Dragon's Roar
10th level. Improved Critical + KP: Qinggong Power [Ki Leech] + Style Strike [Foot Stomp]
11th level. Dimensional Agility
12th level. KP: Diamond Soul
13th level. Dimensional Assault
14th level. KP: One Touch
15th level. Dimensional Dervish + Style Strike [Spinning Kick]

Stack a ton of damage on every attack.

For example, at 8th level, you deal 1d10+2xSTR+2d6+1d6+9 with your first attack and 1d10+1.5xSTR+1d6+9 with the rest of your attacks. It's quite a lot of damage. Plus you shaken enemies on crits, you can ignore terrain while charging, and you get a roar that targets Will (against warrior enemies), plus your Stunning Fist that targets Fort (against caster enemies)...

Would you mind showing how you're getting your AC, attack bonus, and damage from for both of these builds?

Crane Style questions:
I tried creating the Crane Style one, and managed to get my highest attacks to +25 using a +3 sansetsukon.

I'm not sure if that's a good number for lvl 13, but the damage is only 1d10 (sansetsukon) +10 (Str + Enhancement), which seems too low.

Also, I saw the AC mentioned elsewhere that this Crane Style build gets +5 AC over the Dragon Style one, but I can only get +3 using Crane Style (+2 for fighting defensively +1 for Crane Style), though it's +7 vs melee since there's the additional +4 from Crane Wing.

Here's what I cooked up:

AC: 36 [40] = 10 base +4 Bracers +3 Dex +5 Wis +3 Monk +3 Deflection (Ring), +3 Natural Armor Enhancement (Amulet) +1 Haste (Dodge) +1 Dodge +3 Dodge (Crane Style) [+4 Dodge vs melee (Crane Wing)]

Attacks: +25/+25 (Flurry)/+25 (Flurry)/+20/+15 = +13 BAB +7 Str +3 Enhancement +1 Weapon Focus +1 Competence (Ioun) +1 Haste (Boots) -1 Fighting Defensively (Crane Riposte)

Damage: 1d10 +7 Str +3 Enhancement

Dragon Style questions:
I'll try doing the Dragon Style version next, but I didn't know where those damages you listed are coming from. I assume 1d10 is the unarmed strike dmg, 2xSTR and 1.5xSTR is from the Dragon Ferocity, but then I'm not 100% certain on how you get the additional 2d6 (Elemental Fury + Elemental Fist?), 1d6 (???), and +9 (Power Attack?)

And how's the attack bonus here? I assume you're using an Amulet of Mighty Fist, which means the AC drops even more for this build compared to the Crane Style build?

Liberty's Edge

I just looked up all the stuff you guys were talking about with Sohei and Mounted Skirmisher. Hot damn, that'd be awesome if it could be taken at lvl 1 T_T

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Secret Wizard wrote:
I'd probably go with Tatami-do if you have 17 DEX, and if you get 18 DEX, I'd use a mithral O-yoroi.

Awesome! Never saw these before!!!

Charon's Little Helper wrote:
And - if it's allowed - eventually get Celestial Plate.

Are you talking about this? http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/celest ial-plate-armor

Liberty's Edge

Alex Mack wrote:
I wouldn't concern myself too much with AC as you want to be wearing heavy armor. Another reason to play a Dwarf as they are faster in heavy armor than humans.

Since I need a minimum of Dex 17 for ITWF, is there a reason why I should go fullplate instead of just breastplate? Fullplate would come out to be +1 AC higher, so it's definitely better, but I'm just wondering if I'm forgetting something more than just that +1?

Liberty's Edge

So many great advice here, thanks. I'm tweaking around my stats to see how I can improve it. I don't care for GTWF, but I do want ITWF, which means I need 17 dex at some point. I feel like I should go with a Str build due to this. The AC will suffer a bit, but oh well.

For items, I figure just a couple of +3 wakizashis would do. A Champion's Banner would also be good so that my Challenge is treated as 4 levels higher (boosting both my atk and dmg).

I went with Order of the Dragon because of the attack bonus.

Still tweaking it, but looking much better now.

Liberty's Edge

I'm still looking into things, but I'm struggling with the straight up Samurai build thus far. I guess I'm running into the issue that everyone other than Fighters eventually run into, which is that TWF is very feat intensive. Not giving up yet, but might just switch to going back to boring old 2H weapon (katana, I guess), and see if I can make a deadly Samurai.

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My Self wrote:
I'd be careful about the mounted combat options. Full attacking on a move is awesome if you have a bit of open space, but if you're squeezing through 5-foot corridors and narrow alleyways, you might have to dismount or invest in a skinnier mount.

In general, I'm not a fan of mounted builds, but this is actually the first time where I wouldn't mind mounted builds, as long as it's a small creature riding a medium creature as a mount. So if I were doing a mount-focused build, I'd go with a small sized character. In any case, I'm still fleshing out the character a bit :)

Liberty's Edge

Thanks for all the responses so far. I'll try out some of the builds, especially the ones Alex Mack and Secret Wizard gave (using them as a basic guide more than anything), and will most likely post follow-up questions :)

I'll check out Slayer and the Sohei as well. I saw Gloves of Dueling mentioned. Does a Samurai benefit from it the way a Fighter does...?

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Cavall wrote:
Well order of the flame is a poor choice if you want that AC still up.

I should clarify. I just meant that the AC should be good enough to protect him if the majority of opponent rolls, say, a 10 or lower. Certainly I'd like it as high as possible, but I'm not looking for him to be unhittable by any means. I didn't mind the AC penalties from Order of the Flame since I assume that most encounters only has one or two big bad brutes type that can hit.

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Nargemn wrote:
From what I understand, Slayer is the undisputed TWF master now, thanks to their ability to gain the Ranger Combat Style on top of gaining Sneak Attack - meaning they can drop their Dex pretty low and boost their Strength. Lots of dice rolling and lots of modifiers equals lots of damage.

How does it fare if it can't rely on Sneak Attack? I'm just really biased against SA because so many things can be immune to them, not to mention you have to find a way to be able to perform the SA in the first place.

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1 person marked this as a favorite.

Just doing some theorycrafting builds for TWF, and my search results basically noted that samurais make for great TWFers. I couldn't find any detailed builds, but I did find a couple possible gems (Chain Challenge feat, Order of the Flame).

Does anyone have a good specific build (level 13ish) that can be used as a starting point? While I definitely want as much damage as possible, I definitely don't want to make his AC completely crap. Decent saves is also always nice to have. I am looking for the extra damage to be applicable to all/most things, so I don't want to rely on things like Sneak Attack. Aside from that, I'm really open to anything.

I'm really just looking for stat allocations (let's say 20 point buy), must-have feats, items, etc. that are unique for a TWF samurai build.

Also, if you think another class is better suited for TWF, do chime in.

Liberty's Edge

Claxon wrote:
We just value different things and that's okay.

Yep, I totally get where you're coming from too man!

Liberty's Edge

Displacement is great, no doubt about it. I'd prefer it over a +5 to AC for sure, but the reason I prefer Destined doesn't really just come from that one thing. First, Displacement doesn't protect against spells that doesn't require an attack roll. Another reason is that, as you mentioned it's easier to get Rage Powers using Destined. So if you want the Beast Totem line you'd have to wait longer, or possibly give up CAGM or Superstition to get it if you're Arcane. No Beast Totem means another -4 or so to AC, and a major delay to pounce.

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I still prefer Destined bloodline due to the bonuses to both AC and all saves, but Arcane does look like a hell of a lot of fun.

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Chess Pwn wrote:
yes, why wouldn't they?

Just double-checking to make sure. 3 spell effects as a free action seemed insane, but that's cool!

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How does the Bloodrager's level 11 ability Greater Bloodrage interact with its Arcane bloodline lvl 8 ability Greater Arcane Bloodrage? Do you get the benefits of both? Do you also get the benefit of the Arcane bloodline's lvl 4 ability Arcane Bloodrage?

Greater Bloodrage (Bloodrager lvl 11 ability):
At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Arcane Bloodrage (Arcane bloodline lvl 4 ability):
At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Arcane bloodline lvl 8 ability):
At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Liberty's Edge

Ah, was just comparing Destined vs Arcane bloodline, and I forgot that the Destined bloodline's Fated Bloodrager ability grants a Luck bonus not only to AC, but also to all saves. This works really well with Fate's Favored. If it was just AC bonus against Blur/Displacement/Haste, then I'd have switched to Arcane for sure, but having higher saves seems a better route.

Although... perhaps if I use Blur + Displacement, I can get rid of some of those AC items and somehow find ways to boost my saves a bit more...

Liberty's Edge

Fruian Thistlefoot wrote:
Yes it says it is in addition to.

It says it's in addition to "Arcane Bloodrage". What I'm asking is if Arcane Bloodrage/Greater Arcane Bloodrage works in addition to the Greater Bloodrage.

Greater Bloodrage (Bloodrager lvl 11 ability):
At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Arcane Bloodrage (Arcane bloodline lvl 4 ability):
At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Greater Arcane Bloodrage (Arcane bloodline lvl 8 ability):
At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

EDIT: actually, this is completely a rules question, so I'll just ask it in the Rules forum.

Liberty's Edge

Fruian Thistlefoot wrote:

First if you use the Free action to cast a self spell on yourself it's duration is greatly reduced. I have almost never needed to use that ability because I am good at pre-buffing before anticipated battles. So you could be taking Mins/level buff and making it last only rounds. Means your diminished spell casting just got even more diminished.

Second...what makes Arcane so good is Displacement and Haste are just added to your rage. Means no spell or resource is wasted other than rounds of rage. It is also the equivalent of casting a 3rd level spell as a Free action. Action economy at its finest. I choose Displacement most the time unless I'm fighting something that has Blind-fight or Blindsight. Then I choose Haste when I rage. But in no way do you have to "cast" it. By 8th level you have roughly 20 or so rounds of rage...which means you have 20 rounds of Displacement or Haste.

That's awesome to know. I didn't realize it doesn't require casting a spell. I'll use either Shield or Mirror Image as I planned.

I really do like Displacement, and I agree with you, but I never looked deeply into it because I didn't think I could use it that often.

Quick question for you. Is the ability to cast Displacement IN ADDITION to the free spell you get for Greater Bloodrage? As in, are you able to use Displacement AND Shield for the duration of your rage?

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