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James Risner wrote:
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:
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:
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. ![]()
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." ![]()
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? ![]()
Chess Pwn wrote:
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:
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? ![]()
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? ![]()
Daybreak Arrow wrote: Quote:
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? ![]()
Warsighted and Dual Cursed. Links provided and question in the title ![]()
Derek Dalton wrote:
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. ![]()
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. ![]()
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:
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:
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
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)
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
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)
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. ![]()
Imbicatus wrote:
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:
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)
7th level Channel DC(18) for a daze effect.
+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:
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.
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