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Claxon wrote:


The normal enhancement bonus is 0, so it would always be a flat +2 by a strict interpretation like what you're using).

Oh place stop it. The normal enhancement bonus is whatever the enhancement bonus is when the PC is not raging.

This thread has just gotten very silly. I am out.


James Risner wrote:
Gallant Armor wrote:
all of your natural weapons should be spell storing weapons.
And they are, but they don't have individual spell slots per weapon as that wouldn't make sense.

Sure it makes sense, you are just really saying that it is too powerful. And absent a ruling saying that the results are too powerful, it is totally legal.


Diego Rossi wrote:

"All your weapons become flaming2 is a bit different from "all your weapons become capable to deal an energy damage of your choice", but that is exactly where you are going saying that "all your limbs become able to store a different spell".

What you get is that is "your limbs are capable to store a single spell that can be delivered by any of them". A single effect, like flaming, that is shared by all limbs.

Please do not overstate what we are saying. We are not saying that all of your limbs become spell storing. We are saying that one claw, one bite, and one unarmed strike becomes spell storing. At least that is what I am saying.


Claxon wrote:

Yeah, but RAW is stupid.

That line of thinking leads to the answer that an amulet of mighty fists with the speed quality grants an extra attack with each unarmed attack (which is wrong by FAQ).

I don't understand the answer the FAQ gave concerning a speed AoMF. The result is right (no it does not give you an extra attack with your unarmed strike and with each one of your natural attacks), but the reasoning is wrong (because it is too powerful).

The reasoning should have been that speed says on its face that it only allows one extra attack in a full attack routine.

Nonetheless, if we go with the reasoning in the FAQ, speed does not apply to every natural attack and to unarmed strikes because such would be too powerful, then the result is obvious.

Absent a finding that body wraps and AoMF don't work together because such would be too powerful, what the poster is trying to do is completely legal.


Thanks for the FAQ. And the FAQ answer the question in the affirmative for me.

A +1 Amulet of Mighty Fists gives a +1 to all unarmed and natural attacks. You don't have to choose one or the other. The FAQ basically says that speed would apply to other attack forms (just like the enhancement bonus), but for the fact that it is too powerful. Now that is an odd FAQ answer because I would have thought they would just say that haste only gives you one extra attack in a full attack routine, but I digress.

So the answer to whether the spell storing works with your unarmed and natural attacks in the case of an AoMF, absent a FAQ saying that it is too powerful, is yes.


2 people marked this as FAQ candidate.

If you have a spell storing Amulet of Mighty Fists, does it allow you to store a spell in the form of an unarmed strike and also in each one of your natural attacks (i.e. fist, bite, and claw)


Does the double / triple damage apply to 1) sneak attacks and/or to 2) the extra damage from a vicious weapon?

Vicious Weapon says, "When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder."


thanks


Is there a trait / item that gives you a partial boon companion effect?


What is the equivalent of Pearls of Power for Spontaneous Casters?


Can you take a 10 when you are trying to combat train an animal?


I am not saying that you guys are right or wrong, but let me explain why this issue is confusing to me.

First, when the mount moves, you are controlling the mount's movement with a Ride check. This would suggests that a mounted charge is you charging.

Second, when it comes to certain feats that concern mounted charging, like Spirited charge, it makes it seem as if a mounted charge is as much a rider's charge as it is the mount's charge.

Third, for now, Dragon Style says when you charge, blah, blah, blah... If a mounted charge is you charging, then why wouldn't Dragon Style work?


If you have the Dragon Style feat and make a mounted charge, do your ignore difficult terrain?


Thanks


Other than ranger and slayer, are there any other classes, archetypes, or prestige classes that give early access to Spirited Charge?


what is "way of the shooting star"?


Chess Pwn wrote:
Driver 325 yards wrote:

So let me get this straight. Ten dogs are lined up side by side. You make your knowledge check to know that the first dog is a dog. You then need to repeat this nine more times to realize that all the animals in front of you are dogs?

You want to go and buy a horse. You have to make a knowledge check to even know that what you are buying is a horse?

You know how to speak human, elven, and orcish, but you may not even know what a human, elf, or orc is?

These are the consequence of requiring a knowledge check for just identifying type (not strengths, weaknesses, and other useful info) of a creature?

these are all examples of the DC 5 +cr which the dumbest can make by taking ten. thus all the commoners buying horses know it's a horse

Not if the Human, Elf, or Orc is a 6th level barbarian. Something about those high level barbarians that makes identifying them beyond normal capabilities.

Also, the horse is an animal and according to the charts it is a DC 10 to identify a common animal. Something about those animals that are more difficult to identify than a common aberration.


David knott 242 wrote:

We have the possibly contradictory bit of information that a monster knowledge check for a common monster is 5 + CR, or just 5 for a creature that is common and not very dangerous (CR < 1).

The physical description of a creature by itself can eliminate some possible creature types (as a creature that looks and acts like a human clearly isn't an animal, while one that looks and acts like a dog clearly isn't a humanoid, assuming no disguise/illusion/polymorph effects are messing things up) but won't necessarily pin down the exact creature type (as the guy who looks human might actually be a vampire or an aasimar, for example -- one being an undead and the other being a native outsider).

Wow, the monster knowledge check is contradictory. It is also goofy. Why is it harder to recognize a CR5 vampire than it is to recognize a CR10 vampire?

IF the 5+CR is the real standard, then maybe it is only a 5 to identify the type of creature and the +CR is to understanding the extra bits of information.


So let me get this straight. Ten dogs are lined up side by side. You make your knowledge check to know that the first dog is a dog. You then need to repeat this nine more times to realize that all the animals in front of you are dogs?

You want to go and buy a horse. You have to make a knowledge check to even know that what you are buying is a horse?

You know how to speak human, elven, and orcish, but you may not even know what a human, elf, or orc is?

These are the consequence of requiring a knowledge check for just identifying type (not strengths, weaknesses, and other useful info) of a creature?


How do you get your fists back after you throw them? How do you use your hands to throw your hands?


I guess it is up to your GM whether a bomb is an alchemical item. If it is, then you would have to be the one shooting the arrows.

Assuming a favorable ruling, if you are a grenadier archer with the Fast Bomb feat at 15th level, I think you should be able to shoot a full attack with all bomb arrows. Before 15th level, one arrow per full attack could be a bomb.


The question is not whether the bomb is an alchemical item. The question is can a bomb be stored in an item without become inert.

Bombs are unstable, and if not used in the round they are created, they degrade and become inert -their method of creation prevents large volumes of explosive material from being created and stored.


So, I know that you have to do a knowledge check to know the abilities of various creatures. However, can you identify a creature's type without any roll at all? Does the game assume that you know what a vampire (for instance) is, but you may not know the strengths and weaknesses of a vampire?

Or is it a roll of a 10 to ID a creature. Closest thing a found to answer my question was

Identify a common plant or animal; Nature 10.

So would this be the same for all creatures, however, you just change the type of Knowledge Skill you use?


Do you have to enchant each gauntlet separately, or are they considered to be one weapon?


Thank you


Other than Crane Style and ranks in Acrobatics, are there other ways to affect your attack penalty or dodge bonus gained from fighting defensively?


Daybreak Arrow wrote:

Quote:

EFFECT

Range touch
Target up to 50 pieces of ammunition, all of which must be together at the time of casting
Duration 10 minutes/level
Saving Throw Fort negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION
You cause ammunition, including shuriken, to exude radiant energy. Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.

I think I am in love with this spell. Question, however, is whether a flaming, acid, cold arrow would have 1/2 of its elemental damage turned into radiant energy?

What about nonlethal damage?


1 person marked this as FAQ candidate.

Warsighted and Dual Cursed. Links provided and question in the title


Derek Dalton wrote:

I don't want to debate the viability of the build. I just want to know if there are feats / equipment or even a different class that can make the concept of the build better.

With the right feats a straight Warpriest is possible to make this build work. Have seen Warpriests played and everyone that played them was impressed by the class save one issue low BAB.
However in this case I'd suggest a Fighter Cleric combination. Fighter gives you Combat feats at the first two levels giving you Point Blank Shot and Precise Shot. If channeling and buffing is what you want go up as Cleric. Take a look at Vindicator Prestige class. A few levels of that add to your cleric's abilities.
In both cases skip archtypes sticking with the base class.

Interesting. Looks like I have to plot this Vindicator build out. Thanks


Looking to combine the Cloistered Cleric with Evangelist Prestige Class. The Cleric get 1/2 Cleric level to knowledge skills that have no ranks. Evangelist gets Multitude of Talents 5th level (or 10th Character Level) for a +4 sacred bonus to knowledge skills untrained.

Human, Fast Learner, Improvisation, and Improved Improvistion seem to be the way to go.

Any advice on ways to leverage the Cleric intellect concept in other ways. Maybe in combat, spells, whatever. I have a base idea, just don't know where to go from there or if I am missing something spectacular.


Can a Warpriest take extra channel? If so, does that give him extra fervor by default since his channeling ability is based on fervor?


Can a Warpriest take extra channel? If so, does that give him extra fervor by default since his channeling ability is based on fervor?


Imbicatus wrote:
Shatter Resolve is Urgathoa specific.

That is just horrible, but it does say that plain as day and I miss it.

I guess no shatter resolve. Urgathoa has horrible domains and blessings.

Maybe the Warpriest is the way to go.


Deighton Thrane wrote:


Second thing I would mention is that shatter resolve requires you to worship an evil god, which Abadar is not.

Good catch. Is there a god that is evil and can still get me the luck and travel domain?


I think our discussion has lead me to the conclusion that there are two different ways to achieve the concept by 7th level. The first way is to start off as an Archer Warpriest who later evolves into a harm variant channeler. The second way is to start off as a Cleric harm channeler and to evolve into an archer via ZA. Comparing both at seventh level and I get.

Warpriest Channel DC at 7th (19), no intimidate effect, buff/channel combo twice per day.

ZA/Cleric Channel DC at 7th (17), intimidate effect, buff/channel combo three times per day

Warpriest Archery at 7th: +5BAB -2RS -2DA +1PBS +1WF +2WE +3DF +6Dex = +14/+14/+9 for 1d8 + 12 (1PBS +3DF +2Str +4DA +2WE)

ZA/Cleric Archery at 7th +4flurry -2DA +1PBS +1WF +2WE +2DF +5Wis = +13(ki)/+13/+13/+8 for 1d8 + 10; Relevant extras - Precise Strike, Point Blank Master

others: Save (Adv ZA/C); Hitpoint (Adv WP); CMB (Adv WP); AC (Adv ZA/C); Spells (Warpriest); Blessing v. Domain abilities (Adv ZA/C); Skills (ZA/C)


Chess Pwn wrote:

How do you plan on getting into position round 1 without moving to get your plan to work?

And I'm not overlooking. You're spending the first round to have a chance of dazing a few of the enemies. If you have to move to get into position to daze though then you can't buff that round. Now it's either be worse at combat r2 or buff r2 and not be doing combat till r3, or you're not dazing anyone.

Channel has a thirty foot radius. I don't think you have to move at all. Absent being in a outdoor all ranged fight, I don't think your issue is something that gives me concern.

The enemy closes in on your group or, even more likely, is within 30 foot at the time that the GM says "give me initiative," and then you burst.

Last, I don't think you appreciate how effective dazing/intimidating one or more enemies can be. In some circumstances it is far more impressive that attacking.


Chess Pwn wrote:
Driver 325 yards wrote:

Problem with Warpriest is that Channel is very expensive. Have to use two fervor to channel. Have to use two channels to quick channel. That is four fervor.

Given that a Warpriest has far better uses for fervor, it is just too expensive.

I guess you have him going without quick channel, but that still uses two fervor to channel and two to swift cast a spell. Still very expensive.

You asked for a build that does the same thing but better, I delivered. He's able to do his special deal about as often as your guy so I don't see the problem.

And it's only 3 fervor to accomplish the channel and the buff, not 4.

in fairness, your build can only do it twice per day. Further, it is not better because you don't have Shatter Resolve.

Also, the saving throws for the ZA/Cleric leave the Warpriest wanting. +5/+2/+5 (Warpriest) before stats verses +7/+5/+7 (ZA Cleric).


Again, don't want to debate the viability. But you seem to overlook that you are dazing the opponent(s) the first round while you are buffing.

Furthermore, at level four, he does not have to attack with the bow if the opponent seems hard to hit. He could daze enemies (move action) and bit of luck an ally (standard action). He has options even during his admittedly lean levels (4-5).

Last, the build is not optimized for a series of combats throughout the day. The combo works about 3 to 4 (later levels) times a day. If there are more encounters than that, then the build suffers.


Problem with Warpriest is that Channel is very expensive. Have to use two fervor to channel. Have to use two channels to quick channel. That is four fervor.

Given that a Warpriest has far better uses for fervor, it is just too expensive.

I guess you have him going without quick channel, but that still uses two fervor to channel and two to swift cast a spell. Still very expensive.


I am making a particular build concept. If you can show me how to build a warpriest that dazes round 1 and attacks round 2 and beyond, then I am all ears.

I don't want to debate the viability of the build. I just want to know if there are feats / equipment or even a different class that can make the concept of the build better.

Level 1-3 he is a Cleric, so I am cool with that. It's not sub-optimal to be a Cleric.

Level 4-5 are his down levels.

Level 6 he takes on his new role.

You are correct about level four, don't know where I got those numbers from. Though you forgot Point Blank shot and your damage calculation is incorrect. (+5/+5) 1d8 +8 (1d8 +2str +1we +2DA +2DF+1PBS).

Alternatively, without deadly aim, which he likely would not use until level seven, +7/+7 (1d8+6). Pretty respectable during his down levels.


I am building an archer that harm channels (daze) as a move action, cast divine favor (standard action) and boost his AC +4 (swift) the first round. Afterwards he focuses his attention on attacking dazed/intimidated foe.

Looking for suggestion on improving the build (equipment, feats, etc...)

Race: Human

Alignment: Neutral
Traits: Sacred Conduit, Fate’s Favored
Class (Archetype): Monk (Zen Archer) 4 / Cleric (Pilgrim) 9
Favorite Class Ability: +1 Skill Points or Hitpoint

Stats (20pt): Str (12), Dex (14), Con (10), Int (7), Wis (17), Cha (16) – Add level stats to Wis at all levels.

Monk Favor – Well he is a Zen Archer, so…

C1) Selective Channeling, Improved Channel, Deity Abadar, Domains: Luck (Bit of Luck) & Travel, (Agile Feet), Channel (1d3), Fortunate Road, Caravan Bond (Su), Variant Channel (Rulership / Harm)
C2)
C3) Deadly Aim, Channel (2d3)
M4) Point Blank Shot
M5) Quick Channel, Precise Shot
M6)
M7) Shatter Resolve
C8)
C9) Clustered Shots, Channel (3d3)
C10)
C11) Extra Channel, Channel (4d3)
C12)
C13) Whatever, Channel (5d3)

13th level: Daze DC (22); Flurry Attack +8FA +7Wis +5DF +3WE -3DA +1Bracers +1Weapon Focus +1PBS = +22(ki) / +22 / +22 / +17 / +12. Perfect Strike will help accuracy. Goes after dazed and/or shaken enemies with compromised AC.

7th level: Daze DC (17); Flurry Attack +13(ki) / +13 / +13 / +8.

4th level: Daze DC (17); Flurry Attack +9(ki) / +9/ +9

3rd level: Daze DC (16); Does not attack with a bow.


If 4 out of 5 like roleplay and hate combat, then why in the heck do they care if he outshines them in combat? You can't get jealous of a guy excelling at something that you don't even care about.

It sounds to me like they do like combat, but hate the fact that he is better at it.

Here is an idea, you don't have to run encounters that include everyone. The campaign could have a singular goal, but PCs help achieve that goal different ways.

For instance, you want to kill the undead on the outskirts of town. Send the guy who likes combat out to kill them with a handful of so so NPCs.

Have the roleplayers in town vying for the mayor to send him more and more support. Maybe roleplay PCs try to hunt down the enemy's weakness while the combat PC fights. As the NPC die off, the roleplay PCs will be essential to whether the combat PC succeeds.


I am building an archer that harm channels (daze) as a move action, cast divine favor (standard action) and boost his AC +4 (swift) the first round. Afterwards he focuses his attention on attacking dazed/intimidated foe.

Looking for suggestion on improving the build (equipment, feats, etc...)

Race: Human

Alignment: Neutral
Traits: Sacred Conduit, Fate’s Favored
Class (Archetype): Monk (Zen Archer) 4 / Cleric (Pilgrim) 9
Favorite Class Ability: +1 Skill Points or Hitpoint

Stats (20pt): Str (12), Dex (14), Con (10), Int (7), Wis (17), Cha (16) – Add level stats to Wis at all levels.

Monk Favor – Well he is a Zen Archer, so…

C1) Selective Channeling, Improved Channel, Deity Abadar, Domains: Luck (Bit of Luck) & Travel, (Agile Feet), Channel (1d3), Fortunate Road, Caravan Bond (Su), Variant Channel (Rulership / Harm)
C2)
C3) Deadly Aim, Channel (2d3)
M4) Point Blank Shot
M5) Quick Channel, Precise Shot
M6)
M7) Shatter Resolve
C8)
C9) Clustered Shots, Channel (3d3)
C10)
C11) Extra Channel, Channel (4d3)
C12)
C13) Whatever, Channel (5d3)

13th level: Daze DC (22); Flurry Attack +8FA +7Wis +5DF +3WE -3DA +1Bracers +1Weapon Focus +1PBS = +22(ki) / +22 / +22 / +17 / +12. Perfect Strike will help accuracy. Goes after dazed and/or shaken enemies with compromised AC. Could also Dazzling Display shaken enemies.

7th level: Daze DC (17); Flurry Attack +13(ki) / +13 / +13 / +8.

4th level: Daze DC (17); Flurry Attack +9(ki) / +9/ +9

3rd level: Daze DC (16); Does not attack with a bow.


By the way, I just finished tracking it out to 13th level. The build keeps getting more uniquely viable. I would even call it optimal. I need to see it is action, but its looking nice.

Thanks fellows for your critique.


Imbicatus wrote:

A warpriest is a 6th level casting class, but you can make a better archer-cleric by going pure warpriest than ZAM/Cleric multiclass. A 13th level warpriest has a caster level of 13 and 5/5/5/4/3/1 spells per day. A ZAM 3 / Cleric 9 has a caster level of 9 and 4/4+1/4+1/3+1/2+1/1+1

Those numbers sound pretty close, plus you could not make this build by 7th level with a Warpriest. Don't get me wrong, I like Warpriest (excellent class). The question I posed was whether you could make a nice ZA/Cleric. I think the answer is typically no, for the reason you guys have already stated.

However, I believe this build to be the exception to the rule for its action economy, effectiveness, and ability to do what no other cleric-like archer build can do.


Chess Pwn wrote:

If you're happy with it then go with it. I hope you don't die being so close to enemies and having low AC and HP.

Warpriest is a full CL class. If you were just Warpriest then you'd be at full CL.

I should check this because you sound adamant, but a think Warpriests have 6 levels of casting, not the typical 9 levels a full caster gets.

AC can be bumped up with wand of mage's armor and barkskin. Plus, the idea is to keep the fighters up front, daze the combatants when they close to give your fighters an unfair advantage the next round, and then rain down arrows. When you discount the extra attack a zen archer will get which will likely miss, the damage is comparable. When you compare the build to a Cleric negative channeler who will eventually run out of channels, the bow is the gift that keeps on giving.

I think I will run with it to see the build in action. I might send the build up against some PCs with optimized characters to see how it does. My guess, without seeing it in action, is that it will hold up favorably.


Warpriest does not make you a full caster. It does get you a fervor, but if I am spending my first round quick channeling and casting, and that can be just as effective as full attacking and channeling.

Str(12), Dex (10), Con (12), Int (7), Wis (18), Cha (16)
Improved Channel, Sacred Conduit, +2 Headband of Charisma/Wisdom

7th level Channel DC(18) for a daze effect.
Attack with bow / divine favor / fate's favor

+5(wis) +3(DF&FV) + 4(flurry) -2(DA) +2Weapon Enh +Ki attack = +12/+12/+12/+7 for (1d8+3(DF)+4(DA)+2(WE)+1(STR))

Should have quick channel by 7th, so could do this action economy at the beginning of 4 battles.


Chess Pwn wrote:

Nope still a poor caster, if you're 13th level and only have 10 caster levels you're a poor caster for your level. Comparatively you're looking at only having 5th level spells when a lv13 caster would have 7th level spells.

Is it an archer that is also a lv10 cleric? Yes. Now is it good enough for what you want? I don't know. It's up to you to decide what is "good enough"

Also, something to realize, what do you plan on doing for one of your turns at lv13? Do you plan on casting a spell most rounds of combat? If so then your archery levels are wasted. Full attacking with a bow? Well then you do have spells as a back up for out of combat stuff. But you can't do both and so you need to decide what your main deal is.

*The General rule on the Forums is "Never give up caster levels" so anything that does so will be seen as a less optimal choice.

Actually, I think it can work. After looking at the different kind of clerics people play, I think that a variant harm channeler works well with the concept of a cleric archer.

First round you would quick channel harm (daze) and also cast divine favor / channel vigor / divine power / whatever. The next round you go to town with your bow.

Further, I think that a ZA/Cleric is the only type of CLeric that can pull this build off given that amount of feats it takes. Actually, by 7th levels, its all gravy.

Since the spells I am most concerned about are out of combat spells or offensive attack spells, being a 10th level spell caster will suffice.

Your thoughts. I am just trying to figure out whether to start off as a Cleric or as a ZA.


I am thinking on a 13th level build. Is a 10th level vs. 13th level cleric so intolerable as to call the 10th level Cleric a quite poor caster?

He is not as good a caster as the 13th level cleric and not as good an archer as a 13th level zen archer, but can he be a good cleric/archer?


Yes, I know you can make some archer cleric without using ZA. I am wondering if anyone took a three or four level dip into ZA and the rest cleric and liked their build.

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