Don't worry, this is not a "Does Mage Armor stack with regular armor" question, clearly the bonuses do not stack.
No, my question is if the wizard has something like Deathless Bracers of armor and casts mage armor. Does he lose the Deathless ability as well as the bonus from the bracers or just the bonus, effectivly giving him +4 Deathless armor?
The often ignored part of Detect Magic: Seeing Auras
Player A: I cast Detect Magic
Together, with some good rolls, they figure out what the item is.
Alchemy Manuel has a number of alchemical items that will boost specific schools/spells when used as additional material/focus. Not always CL, but some of them are CL.
Cheapest option is the Spell Tattoo, which boosts your CL with 1 school. However, it is a feat, not equipment.
Edit: Ninja Snowblind beat me by 26 seconds...
Inquisitor or Hunter would be my choices.
Flurry of arrows and Bane is a +2 to hit and +2d6+2 damage PER SHOT. It is great. Plus a lot of skills and some fun inquisitions or domains.
Hunter can get you a pet, which some will tell you is an investment to make good, but a Deinychus pet is simply awesome. It also gets you Gravity bow, which should stack with the ki pool making the arrows deal unarmed strike damage.
Claw and Bite are both primary weapons, thus they do not take the -5 penalty if the person is ONLY using natural weapons. If the tengu uses a club, dagger, or any other MANUFACTURED weapon, he does suffer this issue.
That said, constructs, undead, elementals and oozes are still going to love you OP. Love eating you that is. Yes, you can pack Holy Water and Alkali flasks, but that does get pricey after a while. I would dip 1 level of alchemist. Vivesectionist if you wanna improve sneak attack, regular if you want a construct option.
167. On causal examination, you find everything listed here and more. However, once you examine anything closely, you realize the entire place has been a large illusion.
Once discovered, the illusion dissolves and you find yourself in a large cave, a lightly snoring tarrasque in front of you.
A magic mouth appears and says in the wizard's voice, "What? You thought that dump was my home? Fool!" Which promptly wakes the tarrasque.
Pirates on the ocean or pirates in Port X this week?
If on the ocean, a Storm Druid is one of the best options available. Everyone needs a weather witch when out at sea ya know. Also, storm druid is very casting focused.
Since you can spontaneously cast your domain spells, you can prep most of your slots as healing, trading out as needed for your awesome spells. Many domain spells are strong choices for ship to ship combat.
Also, there was a feat back in 3.5 that gave druids the ability to spontaneously cast cure spells. See if your GM would allow it. (IIRC, the pre reqs were: Non-Evil, 4 ranks heal, able to cast cure spells) If the GM will allow it, it frees you to prep nearly exclusively utility spells, trusting to your ability to swap them out for offensive domain spells and healing spells.
If you are going from port to port, with most encounters happening off the ship, Storm druid is not as great a choice, but is still strong. Others too look at are Urban and Goliath.
Even if you do not go Storm, urban or Goliath, domain will be better then pet for this type of campaign. Customs being what they are in regards to pets and the aquatic ones being limited in port.
That said, for more encounters in town, Oracle is a slightly better choice, imho.
Sawtooth Sabre, Ranger, mithril Agile Breastplate.
Kirito is a strength based 2 weapon combatant. He is also a "solo player" and thus needs some self sufficiency.
Stealth is a must.
There is a ranger archetype that would give you the weapon proficiency.
Gregor Greymane wrote:
You seem to have deciphered my gibberish, but for those who have not and read the thread for help:
When you make a combat maneuver because of an attack or with a weapon, you may add any bonuses you have with that weapon to your CMB.
For example, someone with a +1 whip and weapon finesse and weapon focus may use their DEX instead of STR and gains a +2 over what their CMB would normally be counted at. +1 from the Weapon Focus feat and a +1 from the magic of the whip.
In the specific example of grappling eidolon, taking WF with claws/bite and getting the grab ability on that attack allows you to count the +1 bonus from the feat. Same with an Amulet of Mighty Fists.
Conversely, the penalty from Power Attack or Combat Expertise would also apply, if you used either of those.
Does the Green know about the giants?
If yes, I would have the green ally with the giants or make it's attack coincide with the giant's assault.
One of the big things is TIME. Dragon life spans dwarf most other races. This Green more then likely has the time to side line for a while and study the party.
Small threats designed to test the party more then threaten them.
Options include the dragon become the leader of other small local bands of creatures. Frost Giants, Hobgoblins, Wild Elves. Other options include gnolls, drakes (Ice, Forest and River all sound like they might be native) and of course the classic Kobold legion that would jump at the chance to serve a god directly.
Some of those would even agree to relocate to help the dragon (kobolds especially). Thus, if they are not in the native area, that is not an issue.
No one mention the Wizard Shadow School Power?
RTA, gives EVERYONE the concealment you need to disappear. The only counter is darkvision, so that *can* be an issue. Still, it is an option. One that also has easy access to Vanish. Oh, and Blindness/Deafness. That is also an easy way to gain the concealment.
Of course, both those options are limited to that 1 target, but it still gets you there.
As far as I know, touch attacks NEVER add STR or DEX to damage. They simply do not work that way.
Touch attacks are all about just touching the foe. There is no punching through a body's resistances or hitting a vulnerable pressure point.
Only way to get STR or DEX with a touch attack is to deliver with an unarmed/natural attack or pick up 2 levels of magus. Of course, the attacks are no longer touch attacks at that point.
Honestly, with no eidolon and no summons you are gonna be a sub standard buffer with an occasional battlefield control.
In essence, you would be better off as a Bard in those roles. They get a better buff (sure haste is 4th level for summoner, but bards can do their performance) and 2-3 times as many skills.
Key Points in Hunter Builds
You Get Lead Blades
So this leads to a couple AWESOME builds
Melee, crit/AoO fun with the Deinychus and a high crit range weapon and pack flanking.
Charging/mounted fun, with a lance and flying.
Archery, with a pet to keep foes at bay. Alternatly, you can sit on your flying pet and rain death from above.
Hunter is also, arguably the BEST class to take a 1 level dip in. By that, I mean the amazing benefits of Verminous Hunter's Worm Focus.
Per the rules, if the tower shield was sized for you, the answer is No. Tower Shields are never anything more than an improvised weapon, at best.
If the tower shield is small for your size, then maybe, as an improvised weapon. However, you are not gaining all the benefits of a tower shield. I would probally give it damage of a heavy shield, maybe a large heavy shield. However, we are in GM fiat, and I know many who would still say NO.
If the shield is big, even for your size, the answer is a flat NO. Even as an Improvised weapon, NO.
While the beastiary Tarrasque does not list it, the Inner Sea Gods version has immunity to ability drains as well as damage. Nice Try.
It occurs to me that it may actually be easier to kill it's master then it is to kill it.
Additionally, you may not even need to kill Rovagug. You just need to siphon off it's aspect of destruction. Gaining Disaster too would not be a bad idea. Then, with those aspects, you could claim to be the Tarrasque's master, defeating it, and even unmaking it if you so wanted.
Or if you do not wanna read that...
I went with Kensai and Bladebound. This gave me a free magic weapon as well as allow me to focus better on DEX and INT.
There are some things I would do differently if I could redo him, but he has been very fun.
In combat, he trips or disarms, using the combat maneuver to deliver Rime Frostbites and Chill Touches. First causes Entangle and Fatigue, which combine with the trip apply a -6 to hit with melee, -6 to DEX, -2 to STR, unable to make ranged attacks, as well as getting in 1d6+5 cold damage (nonlethal, but usually that does not matter).
So a melee STR fighter has a -7 on their attack and armor class and their CMD has dropped by 4.
Also, if it is a barbarian or bloodrager (or anyone using rage) they just lost their rage bonuses.
Next level, he finally provokes (7th) and his battle field control becomes even greater.
These dwarves are members, perhaps the last of the clan, that was banished for a certain amount of time. Now, that time is up and these children are finally returning to their home lands.
Lost Team (military or something like Mining Team)
A scout patrol or maybe even the remnants of some legion that was "lost" in the last great war. Finally, they think that have found a way home.
Alternatly, they could be a team or merchants/craftsmen/etc that were sent out to create some cultural ties and set up new trade routes. Successful (or not), it is time to go home for the dwarves.
Why they were "lost" is up to you. I kinda like wild magic that has tossed them through time/space away from home.
Drunken Master Monk?
Oh drunk out of character?
Blink Back Belt, INT headband, +1 agile dagger, armor, cloak of resistance, ring of protection. For the armor cloak and ring, whatever you feel comfortable spending on the trio. Or whatever you have left over from the prior items.
Would you be so kind as to point this line out in the beastiary? I have looked and can not find it anywhere. Neither that they have a "natural alignment" nor that they need to save vs shifting towards that alignment.
However, I do not have the Blood of the Moon book (or what ever the skin walker book is called) so if it is from there, that is why I have not seen it.
Yep, which means no alignment change. Lycans have no alignment restrictions like undead do. The werewolf in the book is CE, but that does not mean every werewolf is. They are still humanoids after all.
It is debateable at high levels which is more powerful, the standard action summon or the eidolon.
This is assuming you can swap a high stat into CHA.
If no summoner, there is Hunter.
If pet dies, you get a constant focus until you replace. Go vermin hunter to have the Worm Focus (Fast Healing) and you may never actually want the pet back.
Oh, and you will not want 2 pets. It is a large drain on gold, and a lot of book keeping.
I do not know the VMC for summoner, but I HIGHLY doubt it is very good, considering the same book gutted, reanimated and then urinated on the summoner (this is my oppinion, and not directly related to the OP's questions, as such, lets avoid de railing the thread into Summoner is Bad)
You might be wanting too much on the shadow bloodline AND arcane bond. That said, you can get the arcane bond with 2 feats. Skill Focus and Eldritch Heritage.
Whip, Improved Whip Mastery, Improved Trip, Combat Patrol, Combat Reflexes.
Toss on enlarge person to help expand your reach and patrol and a wide area.
As they try to move through your no fly zone, trip them. They have just spent their move action that turn. If they spend another move to stand up, you can use your other AoOs to disarm them. Most people trying to move into melee have a large chunk of metal or wood to hit people with. When deprived of it, well, they might as well retreat as their shiny weapon is no longer in hand.
Well, mechanical side aside, I would play him as displaced in time. Why? Magic/Tech, stuck in a cryo chamber or Icy Tomb for the last few centuries. Thus, a RP penalty to KN Locals, and even KN History being off as the history books have changed over the years. See if you can find the azlanti names for various places. Cities/towns will be long gone, but regions should be... similar(?) still.
An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first.
So you have to make a check to change, and get a bonus to go wild when there is a visible full moon. Thus, they never "need" the moon to change, it just helps.
However, you must be aware of the condition to make the change, which an afflicted is not until the morning after their first moon, and even then, they must make a will save to remember/be aware.
Most casters are better off as small creatures. Wizards and Witches have Wayang for INT boost. Oracle and Sorcerer have their choice of Gnome and Halfling.
Alchemist also enjoys being small. Bombs care not about your size, and throwing distance is set at 20ft, no matter your size.
Druid and Cleric *can* be small, but they lack a wis boost race in small size sadly.
The thing to keep in mind is that most damaging spells do not care if they are cast by a pixie or by a giant, they do their set damage. A favorite example of this is the Flame Blade spell in the fire domain and druid list. It deals 1d8+1/2 CL, targets touch AC (so the target AC to hit is never all that high) and the +1 AC from size makes you a little harder to eviscerate.
Also, the dex bonus many smalls get help with their range touch attacks (helping negate the need for point blank/precise).
Beast Shape 2
So depending on your base stats, Beast Shape is much better. The DR is a little unbalancing prior to level 7-9. The Natural Armor is strong, but the Beast Shape gives half as much.
I will give you that they are different. However I maintain that if you want the "Turn into a Bear, At Will" your choices would still be, drop 2 levels vs party or get mauled by a werebear.
Well, per the custom item rules, you could ask for a modified Flame Tongue. Normally, it is a longsword, but you can ask for a wakizashi version.
Other then that, the only fire based item that works for a ninja is a cloak that lets you turn invisible when hit with fire, once per day. Cloak of Firey Vanish.
wait... Wait... WAIT....!?!?!?!
Are you telling me that it is not possible to create fun, flavorful characters with backstory and multiple role play opportunities who are actually strong at what they do mechanical wise?
Oh My Gods!?!?!?!
Every character I have ever built is wrong!?!?!
Quick, I need to find ways to completely dump the RP aspects on a number of characters, then find ways to make my other characters absolutely suck at everything they do so they can Role Play.
Crystal Rapier: +1 Rapier made of a special crystal. This crystal acts as a tuning fork while using or under the effect of bardic performance involving audio components. While under those effects, the rapier deals an additional 1d4 sonic damage (+1d8 sonic on a critical).
I either price it as a +2 weapon or a +1 weapon made of a special material. Thus, it is possible to upgrade the item later. ALso, sonic is a rarely used attack type, but even less often used defense type.
If you do not feel the above is enough, adding on Lingering Performance from the crystal resonance is also an option.
While they are not spiders, there are the Akata which coccoon themselves to last centuries, and infect those they bite with "Void Worms." I could even see them cocooning Void Death victims for later "use."
As another side quest Idea, I would actually adapts some lovecraftian type things. Akatas (I think, or at least for me) do say lovecraft. Adding in some evil cults hiding under Oppara devoted to Demon Lords, Outer/Elder Gods and some other evil demi gods. Zyphus is a favorite, especially for random "events" in town, like a piano falling on the party.
See, I saw the world concept and instantly went for Summoner (chained if you can swing it).
Plus, it gives you the flexibility of if 3 people did not show, you can pick up almost all the slack, or if all 7 show up, you can fade to the background and be awesome support.
Plus, KN Planes, Celestial creatures/angels/archons/azatas will be even more powerful then normal thanks to smite evil powers.
Normally, I also steer new players away from prestige as well. However, Nature Warden is simple and would help a low casting/non natural attacking druid.
On a side note, did you try to tempt her with Hunter? It is very similar to Druid, and is slightly stronger for archer style with Gravity Bow and free Precise Shot.