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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?
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?
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.
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.
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):
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):
Greater Arcane Bloodrage (Arcane bloodline lvl 8 ability):
I've been working on building a Bloodrager, and with my limited Rage Powers that I can get, I'm wondering how useful some of these really well-known powers are. Specifically, I'm wondering about CAGM, Superstition, and the Beast Totem chain (as they relate to my character). My character is going to be a typical beat stick, but I wanted him to be able to survive, and not just do insane amount of damage and gamble away the AC. To that end, I put a lot of effort into buffing his saves, AC, and HP. I don't put much stock into DR, just a personal preference. Here's what I got so far: Human Bloodrager level 13 stats:
Str: 24 (16 +2 human +4 enhancement +2 lvl) Dex: 16 (12 +4 enhancement) Con: 14 Int: 10 Wis: 12 Cha: 14 (11 +2 enhancement +1 lvl) Fort: +14 (+21 if Raging): 8 base +2 Con +4 enhancement +3 Con +4 Luck (Bloodline + Fate's Favored) in Rage])
HP: 115 (154) = 76 + 26 Con +13 Lvl-up (+39 Rage); Can share damage with familiar.
1: Power Attack, Additional Traits (human)
Spells Known:
Equipment: (137.5k/140k)
AC: 41 (45 if using Shield spell): 10 base +9 Fullplate +3 Dex +3 Enhancement +3 Deflection (Ring), +3 Natural Armor Enhancement (Amulet) +4 Natural Armor (Beast Totem) +1 Trait -2 Rage +4 Luck (Bloodline + Fate's Favored) +1 Haste (Dodge) +2 Aid Another (Familiar + Bodyguard) +4 Shield
I definitely like getting Beast Totem because it provides the increasing Natural Armor bonus. I realize a lot of people don't care for AC, but I feel like a 41-45 AC at lvl 13 is really high, given the amount of damage I can do. So that's why I wonder, is CAGM worth the tradeoff of giving +4 to the enemy to attack me? Along with that, is pounce from Greater Beast Totem worth it? Or perhaps I should trade one for Superstition instead? As you can see, there are quite a bit of question marks still, so feel free to chime in on those as well. Note 1: I also thought it might be good to get Improved Familiar. Is there anything on the list that's worth it? Or is hedgehog good enough? Note 2: Also thought about getting some sort of reach weapon, even if it's exotic. Maybe I can find something with 2d6 dmg, with reach, can trip, and has 18-20 crit range.
I haven't played PF for about 2 years now, so I'm behind on the latest best builds. Back then, the CaGM pouncing barbarian was a beast of a build due to high DPR, but my concern is that the lack of AC will pretty much kill him despite the DR. I've just started looking around some new builds, and the Bloodrager seems like it could be a pretty great build, since it can get access to pounce, but I'm curious if it's even any good at DPR? A tank that can't damage the enemy worth a damn can just be ignored, so I'm curious to hear your thoughts. So, which one makes for a better tank, the classic Barbarian, or the Bloodrager? (No Aberrant tumor Bloodrager please.) Perhaps my concern for the Barbarian's survivability is unwarranted. In any case, I'd love to hear your thoughts on these two types as it relates to tanking (specifically, which one is better at dishing out enough damage to be a threat worth dealing with + be able to survive).
What exactly is the Musketeer's "Gifted Firearm" ability talking about when it says "Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level." What benefits is he gaining by "focusing" on himself? Is it saying that he gets the Improved Critical by spending a standard action? Gifted Firearm: At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier’s duty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat. Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level. At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1, as with the reliable firearm special ability), and at 17th level, the musketeer can double the range increment of his weapon (as the distance special ability). These abilities do not stack with the magical weapon special abilities that they duplicate. Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack. If the musketeer’s gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls.
Is it legal for a synthesist to get the Large evolution (which gives +8 Str bonus, among other things), and then casting Reduce Person on himself (which only gives -2 to Str bonus), thus netting a +6 to str, and still staying at medium size so he can move around in tight areas just as well as other medium humanoids?
Got a biped synthesist that I'm trying to outfit. This is a new character, so any item I swap is still at full price right now, since it's still in the character creation process. Half-Elf Synthesist (Biped) level 7: Str 24, Dex 15, Con 13, Int 14, Wis 14, Cha 21
AC: 30
Currently have:
So I'm wondering, should I trade in the Anchoring Harness (6k) and upgrade the Cloak to a +2 (+3k), and buy a Ring of Protection (2k)? I'm immune to sleep, but I'm pretty wary of banishment or dismissal, as well as just getting pounded in general, as the DM pits us against some really tough opponents. Is the Harness even worth it, or should I just rely on using Summon Eidolon if he gets dismissed? Another thing is that I'm a bit worried about being critted. With the Harness, it'd give me time to heal the eidolon before he goes away. Any "must-have" items that you guys can think of for the near future would be appreciated as well. Synthesist doesn't seem to have much items to really shop for, which is great I guess.
Since a synthesist's eidolon can't get feats, does that mean that the only way to increase its hp is by evolution pool and increasing its Constitution every five levels? Was playing around with a build, and only managed to get around 50 hp by level 7 (biped build). Is that okay...? Seems pretty low for a tank, since its Con score starts pretty low.
Anyone know of any 3rd party books that have archetypes or prestige classes for magus that uses a ranged weapon? Specifically thrown weapons, if that matters. I know about the Myrmidarch, but since 3pp books are allowed, I figured I'd see what else is out there. Plus I don't like the Myrmidarch anyway.
I've got a tiefling paladin (oath of vengeance) who uses a nodachi, with Fey Foundling, Greater Mercy, and Power Attack feats. He fights 2-handed, and his favored class is spent on the LoH bonus. He wears full plate. Stats are (without buffs/items):
With that, which would be more beneficial, the Bracers of the Avenging Knight, or Bracers of the Merciful Knight?
I've got a paladin that's been traveling with a group of adventurers, and we stopped in a city that's under the rule of a king. In outward appearances he seems good, however, we find out that his imperial guards are evil, and yet they have a lot of powers. These guards intimidate the townsfolk, murder people, etc. Now we've been asked to overthrow the king, or at the very least put down the imperial guards. Given that these guards are working within the confines of the city's law, how does a lawful paladin handle something like this?
I'm looking to build a lvl 7 samurai-ish type of character that doesn't wear armor, but can get high AC (or DR or negate attacks), but also do really good damage. 20 point buy, all Paizo books allowed, any races allowed. I thought Kensai would be good, but their attacks are so low from what I could create, so I dunno... Basically trying to create this guy: http://cghub.com/images/view/304651/ (the small human dude with the sword, NOT the big monster) |
