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So as we all know, nearly all the spells have been hit by several nerf bats, but they are certainly not now equally bad, and I would like to start a discussion on spells that actually are good in their current form and that have surprised you in a positive way in or out of play, or found to be staples.

I will start with Illusionary object (level 1): Like all "true" illusion spells, they are DM dpendant, but this spell is actually buffed a great deal from previous 1.st level illusion spells. DM may still ignore your illusions or always respond them with a seak action even if the NPCs have no reason to believe it is an illusion, but if you have a DM that actually likes to work with you on illusions, this spell is very strong. It has a huge area and range and the things you can create with it are endless 40 foot long and 20 feet high walls dripping with animated acid, illusionary boats and even small ships, houses, huge boulders, etc. The hightened options are also good.

Illusionary creature (level 1) is another contender, I think. The dmg. options are lol, but A 20 foot dragon might be enough to scare an entire village away, you can create an avatar of someone god and even impersante with it, etc.

Last, I will mention summon monster 1 (Animated broom). SOme dmg, more hp than other options, save for a slow effect. This could be a stable for lvl 1-2 wizards, I think.


So I've seen a lot of debate on specialist vs. universalist wizard, but I've not seen much discussion on the different specializations. THe obvious reason for that is that the specializations are so underwhelming, but certainly I don't think they are all equally underwhelming.

The 2 obvious standout options, I think, are conjurer and illusionist. Both have good spells you can cast of pretty much every level, and both have powers I think are more usefull than the rest. Augment summoning is minor but obviously benefecial because summoning is (it seems to me and so I've heard) pretty good at least until the higher levels. But how much do you find that small bonus actually matters in play?

The illusionist warped terrain also seems like something I would actually use noe and then over a cantrip, unlike most of the other school powers. The 10 ft. of movement penalty could ideally, say in hallway situations, take away an attack from a full group of monsters or NPC, for example. And in addition, with a DM that likes to play along with illusions, the on demand illusionary terrain can have other benefits: THe description say hazardeous terrain, so you cun certainly create spikes, trapps, broken glass or other stuff that may scare monsters and NPCs from even entering the area. Illusionist also seems to have a very good lvl 8 feat. You can cast a good 2nd level spell 6 extra times per day and even extend the duration, when you get 6th level spells it turns into a stable 4th level spell.

I have not yet had a chance to play properly, but soon will, and I will go with one of those 2 choices. I am looking in particular for feedback from players who have played those 2 specialisations, but certainly also from anyone who have tried others out.


Here's an older thread on the subject I suggest your read. http://paizo.com/threads/rzs2pq7w?What-exactly-does-freedom-of-movement-do# 1

The wording of the spell is just terrible. In a lot of situations your DM will just have to decide what it does and doesn't do.


Zhayne wrote:
Just seems like another nerf to the martials.

It's not a nerf to martials, it's a "nerf" to archers. Even with this rule, archery is so strong in pathfinder other martial styles can hardly compete. Only pouncers can compare. Taking this rule away doesn't help the s/b paladin, the two weapon ranger or the two handed weapon fighter, it will only help archers that have the ability to full attack all day long from a safe distance. You are right, this rule is not for realism, it is for balance. It is there to help keep archery in check compared to other martial styles. Archery does really, really, really need another boost in pathfinder.


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Tell him you are playing a game with a system for combat simulation. Rules are not only included to make the simulation as realistic as possible, but also to simplify and for the sake of balance. In this case, archery is already one of the strongest options in pathfinder, and it doesn't need further improvement. Ask him if he would stop a game of chess to argue that it is ridiculous that a pawn can only move straight unless he has someone to attack (it is!). Ask him to at least hold his argument til after the game, cause what he is doing is just disrupting the game and causing problem for everyone. Remind him again you are playing a game with a set of rules you need to follow, and if he wants a game suited to his own vision where everything he wants is house ruled the way he likes it, he needs to start it himself and try to find players for it.

By the way, are you aware that there are two separate penalties, one (-4) for shooting into melee and one (-4) if the target also has cover from your allies or something else, for a total of -8 if you are shooting into melee when someone else is blocking the view to the target?


I can't recommend and oracle of battle enough for this type of build.


Buying hit points at that price seems like a very good deal. If i'm not misunderstanding (and my math is right), you will have spent less than 700 gold for 15hp at 2nd at 3rd level. 810 gold will give you 9 more hitpoints. Average WBL at lvl4 is 6000 gold. TBH if I were playing with this system, I would probably always buy all the hit points I could (assuming average WBL), though you should be well set now, with well above average HP for your level


Short answer: Balance.

Reach weapons are already a very strong option. If you could use it up close as well, there would be no real reason to not use a reach weapon.

You can always use the haft as an improvised weapon.


You are right, your player is wrong, and frankly, if your player have read the class he is playing there is no room for misunderstanding. Either your player have been cheating or he have barely bothered to read his class abilities. There are Arcanas that let you add some other enchantments, including bane and holy, but they require high level, the investment of an arcana and additional arcane points. Bane is available at 15 level if you choose the arcana!

Unless you for some reason feal the magus class really needs a boost (it doesn't), don't allow this, and tell your player to stop trying to pull shenangians like this and/or to read his class abilities properly. Allowing him to add bane on the fly from level 5 is pretty much broken.


Undone wrote:
MrSin wrote:
Undone wrote:
But for a caster cleric +1 feat dwarfs (No pun intended) dwarven defenses.
+2 to all saves is as good as 3 feats though isn't it?

That's like comparing +1 skill to +2 con because you can take skills as favored hit points.

The best feat based on build is miles better than all 3 of those feats together.

No, it's like comparing +1 skill to +1 hp, which isn't unreasonable.


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Diego Rossi wrote:
Rynjin wrote:

Considering how many people ran it this way before the FAQ came down, and how I've never heard anyone complain about it...

Nope.

The problem is that people run it that way on the assumption that it was a form of full attack.

Lord Pendragon version of the spell is meant to give the extra attack to someone that is not using a full attack action (all the other effects of haste work perfectly even when using spell combat)

"this spell works like haste except it also gives an extra attack with a magus' spell combat ability"

Not OP, that faq is a silly and unintuitive rule


You can find the comments from the author in the discussion thread on treantmonks guide to druids. I'm on mobile now so can't dig it up, but they are supposed to get wildshape at 6th level. Totem transformation until then.


Maezer wrote:
Erikkerik wrote:


If option 1 or 3, magus will not be able to use wands (say of shocking grasp) with spell combat, even with the wand wielder. Both require you cast a spell from the magus spell list.

Nothing about wand wielder requires the spell to be from the magus spell list or requires you to 'cast a spell'. You are replacing the 'cast a spell' portion of spell combat with activate a wand.

 

Sorry i ment with spell strike


I'm legal a bit confused when it comes to magus' and the use of wands through spellcombat and spell strike, especially together wieth the tiefling tail trait.

First of all, there is an arcana that lets you use spell combat with wands, so obviously it is not normally legal to do so. Unless wand wielder only opens up for the use of wands with spells that aren't on the magus list.

Why is this, is it because 1)

1) Activating a wand (with a spell from the magus list) does not count as casting a spell.
or
2) The wand wielder arcana removes the restriction of needing a free hand hand to do spell combat, you can now do it when you are holding a wand in your hand and activating that wand also.
3) Both of the above.

If option 1 or 3, magus will not be able to use wands (say of shocking grasp) with spell combat, even with the wand wielder. Both require you cast a spell from the magus spell list.

If it's only 2, a tiefling prehensilie tail would allow the use wands through spell combat even without wand wielder.

So what is right? Does activating a wand with a spell from the magus spell list count as casting a spell from the magus spell list or not?


AdrianGM wrote:
Ooops, I wanted to say: "such a dick". My mistake :)

Lol, i think that's what they call a Freudian mistake


I have a battle oracle lvl 12 that I've played from lvl 1 (he's human so I have more spells than you'll get). This is my current spell selection to give you some ideas:
(omitting mystery and free cure spells):
1: Bless, air bubble, divine favour, cause light wounds (to heal my undead), summon monster1, liberating command, shield of faith.
2: Grace, augery, bears endurance, align weapon, silence, status, remove paralysis and desecrate (both to animate)
3:magic circle against evil, stone shape, summon monster 3, dispel magic, animate dead, resist energy communal-
4: Blessing of fervor, divination, greater magic weapon, freedom of movement, spit venom.
5: summon monster 5, wall of stone, true seeing.
6: summon monster 6.

Note: there is another oracle in my group that have spells like restoration, heal and prayer covered, otherwise I would have picked up them.


Craig Frankum wrote:
Fromper wrote:
Everyone seems to miss that sleep has a full round casting time. So the battle lasts at least a round, even if it works perfectly.
Do you not realize what full round action means? It takes my full turn to cast, no different than a full-round attack. If it works perfectly, everyone is asleep before they even get a turn.

You are very wrong.

OT:
Bears endurance.


The effects you list are the questions that have been raised, not what anyone have stated that it does:

Imo the spell for sure does the following:
- Makes you immune to grappling.
- Makes you immune to spells that "impedes movement"
- Allows normal movement in water, no penalty with weapons in water.

In addition, based on JJs responses in the other thread, it also seems the spell does the following (but these will be the DMs call):
- Lets you ignore difficult terrain (keep in mind this effect is also achieved by a 1st level spell with the same duration, btw).
- Protects you agains all other forms of paralysis, not just from magical effects.

The rest of the effects are less likely, but all possible based on how you interpret the wording of the spell:
- Ignore wind effect (this one is also backed up by an officialadventure path)

Even less likely:
- Allows you to ignore most hazardous terrain and succeed on balance checks.
- Makes you immune to nauseated and staggered.


I'm surprised this item haven't received more attention. I did a search on it and found nothing. Is it just me, or is this weapon a huge boost to any trip focused build at later levels?

Link: http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/dr agoncatch-guisarme


Thanks for the input so far. It is clear the spell is simply ambiguous, so exactly what it does need to be discussed with my DM. I will bring up JJs (somewhat confused) reply in that other thread, and also the interpretation offered in that AP is interesting.


Reecy wrote:

The easiest way to describe Freedom of Movement is basically anything that actively will attempt to Stop you from moving where you want to move.

It only affects Active impairments, not passive ones.

Active
Grapple, Tied up, Water and other things

Passive is usually Terrain

I really cannot think of anything other than Terrain.

Would this interpretation, in the case of the spell web, mean that you are protected against the grapple, but will still be hindered by the difficult terrain created by the spell? And why would water be active, but snow passive?


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awp832 wrote:

It doesn't ignore terrain, it doesn't protect against slipping, it doesn't help you succeed at acrobatics checks or balancing on a ledge, it doesn't protect you from wind while flying.

The spell does what it says it does, nothing more.

I would agree with you if the wording was "This spell enables you or a creature you touch to move and attack normally for the duration of the spell when under the influence of....

but the wording is:

This spell enables you or a creature you touch to move and attack normally for the duration of the spell , even under the influence of...

The punctuation and use of the word "even" more than suggest that it will also allow you to move normally in conditions other than these, the sentence about magical effects is phrased as additional information to the main sentence (or else there would be no comma).

So I guess the question is what "moving normally" is, is moving normally to be able to move your full move without slipping, or are you moving normally when you are moving at half speed through difficult terrain and slipping on ice?

I totally get your interpretation, I'm just not convinced. It seems very weird that the spell will protect from magically created difficult terrain (such as from the spell web - which doesn't even allow spell resistance), but not normal difficult terrain (such as a normal web created by spiders), while at the same time allowing you to move normally in natural water and protect against grappling (another natural effect). You can move without penalties in water but not in 1 foot of snow? If it were just the magical effects I would get it, but it's not.


5 people marked this as FAQ candidate.

Reading the spell descriptrion I can't really put my mind around what this spell does and does not do. The descritption is very specific in some cases, like grappling, magical effects and under water, but I'm confused cause there is a lot of things it is not specific about.

Most importantly - does it ignore difficult terrain? all kinds? It seems weird the spell would spell out spell out under water movement but not mention difficult terrain. Maybe it's taken for granted?

Will it protect me from slipping on ice? Would it make me automatically succeed on an acrobatic check to stay on foot? What about balancing on a narrow ledge?

What about wind? Say I'm flying or wind walking through a storm or a heavy tornado.

For reference:

"This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing."


My battle oracle have sometimes used his immediate action moves to move out of aoe when summoning, but that's not an option for you. Your best be is invisibility. If you can get a ring with it, you are golden. Going behind the corner, as rougerouge pointed out, also works whenever it's possible. Also not staying to close to the rest of the group can do the trick. Resistance from energy from your DMs favourite aoe spells will also help, and if it really is that big of a problem, you can spend feats to improve your concentration.


zaragoz wrote:


When the first enemy is defeated, how the creature acts? Does it follow attacking the nearest enemy or remain defending you?
Please, I'd appreciate any clarification.

It will continue to do what the spell description sais it does, which is; attack your enemies to the best of its abilities. Exactly what that is in a given situation, is something you and the DM have to work out together. The easiest way to handle this is if you make a suggestion and then the Dm quickly nods or disapproves your suggestion. Defending you is not a part of the spell description.


strayshift wrote:

the pcs are proposing their argument as a group with a lead spokesperson.

Depending on how it is roleplayed, this may or may not be true.

Person one steps forward, gives his argument but fails and offends the person he is speaking to. Person two then steps forward, excuses his friend, and makes a different argument. This should be two seperate checks.


Using aid another is one solution, individual checks is another. If the first person fails, especially if he fails badly, you can include a reasonable penalty to the next person who tries, or just say that the decrease in attitude mentioned by the poster above afffects the whole group.


I think you are to hung up on simply counting long duration buffs and not consider other game mechanics. It is far from the end all and be all of this type of build. Druid is great, but mostly because of wild shape, inquisitor is great, but mostly because of bane and other abilities, alchemist are great because of mutagen, magus because of spell combat, oracle is great because of the mysteries, clerics have some nice support in their domains, etc.

Btw, none of these builds require more than 1 round of in combat buffing to be effective, if they did they simply wouldn't be effective.

Apart from having long duration buffs, what do you want from the build?


question is a "bit" loaded... No one in their right mind would think that healing in combat is always a waste of resources, and of course it is better to have an option available, than not. You could just as well loaded it towards the other side by asking who thinks healing always will be the best option for a character that can heal in combat. A more reasonable way to phrase the question, would be to ask if we think it's a good option in combat the majority of the time. IMO, the answer to that, for the majority of characters, would be no (at least until they get heal).


I'm playing an oracle of battle in rotrl, currently lvl 12, and I've been playing him since lvl 1. The character have been very effective an enjoyable since start. I can't dish out the damage of a pure martial character of course, but that isn't the point either.

My starting attributes were str 18, dex 14, con 12, int 10, wis 10, chr 13. Currently my str is 24 and chr 18.

I have the trip revelation and wielding a guisarme, currently my cmb when tripping is 28 before buffs (30 after greater magic weapon, which is always on). I rarely fail tripping anything with 2 legs. If I can't trip I can just buff and full attack, or use my summons (I have picked up augment summoning) or other spells that don't rely on saves (like spit venom).

Battle oracle is great for this kind of build because I get 5 combat feats for free (+full bab on trips) with just 2 revelations. War sight, surprising charge and iron skin is also just awesome. The only combat feat I've picked up is power attack and combat reflexes.

I will rarely spend more than one round buffing in combat, and while I'm doing that I'm threatening 10 or 20 if enlarged for aoo's.

1min/lvl buffs will last for (usually) quite a few fights as you get some levels, especially when extended with a rod.

I have the following buffs up all day: greater magic weapon, magic vestment, while freedom of movement and magic circle against evil lasts for a whole dungeon.

I will also keep bears endurance up on me most of the time to make up for my low con, as well as enlarge person. Sometimes also shield of faith. Extended they last 24 minutes each, enough for a whole days worth of encounters if they are packed.

At the start of combat, the only buff I will usually cast is blessing of fervor, which buffs the whole party, sometimes righteous might if I'm not enlarged yet and I need to be, or divine favour if I either wanna save resources or spend a second round buffing.

I have lots of other buffs also, obviously, but these are the steady ones.

The concept absolutely works. If all you wanna do is do dmg you can't keep up with a martial character, but this character is also very much a full caster. You can make a similar character as a cleric. Druid, Magus, bards and inquisitors also makes great martial casters, obviously.


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get together with friends and throw some dice. It's all it takes, really.


Pinky's Brain wrote:
If you just change the class HD to undead racial HD, dropping all the feats and class abilities like a normal skeleton it's fine. The skeleton would be significantly weaker than the larger high HD undead you would normally want to make because of it's much lower strength (giants, dire animals etc).

Then again, they'd be medium sized and much easier to bring along everywhere. I don't think it would be OP, but it would make an already stronger and more flexible spell even stronger and flexible. I don't think the spell need a boost, at all. Also, IMO, it makes sence that class levels are lost. It's just a corpse, after all. What are you hoping to achieve by changing how it works? I know my battle oracle would appreciate having a 15 hd bloody skeleton that was medium sized and easy to disguise as a normal human in a zity, in addition to the huge dragon and large giant I already have, but I don't think I really deserve even more milage from the spell.


I can't answer all your questions, but I will bring up some points:

Is there any mechanical reasons why you wanna be an oracle and not a sorcerer? Cause the fluff you describe sounds just as suitable for a sorcerer, and the game mechanics for a sorcerer are certainly more suitable to blasting. Blasting isn't optimal, and as an oracle of flame you will be an suboptimal blaster. I think oracle of flame is a decent pick if you want to be a divine caster that can do some blasting, but if you want to specialize in blasting as an oracle I'm hard pressed not to advice you to dip a level for crossblooded sorcerer, and then, well, you could just as well play a crossblooded sorcerer imo.

Anyway, I think you should try to get your casting stat higher, whenever an enemy succeeds on his save your damage will be halved.

The big metamagic feat to go for is dazing spell. Quicken spell also, empower maybe.

I'm no expert on the subject so I can't advice you any further, but I hope this was of some help.


Vixeryz wrote:
Howie23 wrote:

If the story is as OP presents it and isn't the proverbial one side of the story, this situation saddens me.

The logic on this this situation is that the rogue's sneak ability says he can sneak attack any time he meets the requirements. That's the general rule re: sneak. The possible exception comes from the barbarian's rage ability that limits abilities that require patience or concentration. Unfortunately, if a GM sees sneak attack as requiring concentration or patience, there can be table variance. The GM is seeing the rage rule as an exception.

Concentration isn't a keyword in this situation. The language of rage comes from the 3.5 SRD, where Concentration is a skill, and which isn't limited only to spellcasting. It's a Con based skill, and is a class skill for monks, for example (but not rogues). Skills are capitalized, in the rage ability it isn't; so in 3.5, it's not talking about the skill, and in PF, concentration as a keyword only applies to spellcasting. So, concentration can't be a keyword in either case.

It's pretty straight forward to build a high level character with sneak attack who could get 9 or more attacks in a round, all of which could have sneak attack. This doesn't come off as involving either concentration nor patience.

The 3.5 ruling makes it clear what the originators of the 3.5 SRD thought with respect to rage and sneak attack, and PF didn't change it. It just comes off sounding like there is a GM with a drum to beat, and with enough respect that others are following his lead. If OP isn't slanting the presentation of what's going on, that's just sad.

Note to OP: No offense intended on the idea that we are only hearing one side of the argument.

None taken. In fact, I asked him to get on the message board and present his case in his own words so that he isnt being misquoted or misinterpreted. He refused in either case saying that the opinions of a bunch of nerds is irrelevant anyway since he wont accept anything less than the word of the...

Sounds like a reasonable dude.


Orfamay Quest wrote:
The Human Diversion wrote:

If you take the "taxed" spell focus: conjuration, at lower levels you get +1 to the DC of:

glitterdust
grease
create pit
stinking cloud

Unless you're a pure blaster wizard, ...

Or a pure summoner wizard, which is the reason I would want Augment Summoning in the first place.

Basically, what you and Detect Magic just said is that the feat I am forced to take makes the character better at something that he doesn't want to do. I submit that Combat Expertise does exactly the same thing....

"Pure summoner wizxard" - so you just want to throw summon spells over and over again?


Some spells suggestions:

1: bless, command, murderous command, shield of faith, protection from evil, obscuring mist, liberating commans

2: bulls str, bears endurance, silence, grace, spiritual weapon, hold person, blessing of courage and life, restoration (lesser), resist energy, instrument of agony, shatter, sound burst.

3: magic circle against evil, stone shape, dispel magic, resist energy communal, bestow curse, chain of perdition, invisibility purge, prayer, wind wall.

4: spit venom, freedom of movement, blessing of fervor, divination, air walk, restoration, spiritual ally, holy smite.

5:wall of stone, true seeing, air walk communal, breath of life, greater command, commune, greater dispel, ficke winds,forbid action greater, holy ice.

6: Anti life shell, wind walk, cold ice strike, heal, harm, blade barrier, greater dispel.

Also, all the summoning spells from (maybe apart from 1 and maybe 2), and if they are unavailable your oracle is considerably nerfed imo, as those are some of the strongest and most versatile spells you can get as an oracle.

Hope you find some of that useful :)

On the clouded vision curse, bear in mind it will reduce the range of every single spell you have to 30/60 feet. I 2nd the advice against it.


Does "low magic" mean spellcasting classes are restricted? If so, you have to inform them of that, obviously. I would definitely inform them that magic items will be rare, but apart from that, I wouldn't tell them to much, considering you want to surprise them and actually want characters not tailored for the campaign. The only exception is if someone were to build an enchanter or a witch, I would warn them that the campaign will include a lot of mind-immune monsters so they don't feel screwed when they realize most of their abilities won't serve much purpose (don't discourage them from playing these characters though, just give them a warning and they can deal with that how they want).


The burden of proof is definetly on the GMs disallowing this, especially if it's for PFS as they are bound by official rules and can't houserule as they wish. They have no right to demand a official statement on this since the rules are clear, nothing forbids it. They might as well demand a statement from Paizo declaring that Wizards does not have to stand on one leg to cast fireball.


1. Nope. 2. No, they will hit automatically.


What breaks the game at higher levels is class abilities (most notably spells), not feats, and even then the game isn't really broken, it just becomes more challenging to handle.

Edit: I agree with truesight. Be very weary of leadership.


It is not NEEDED, but it certainly helps. Like the poster above me, I don't consider wizards feet starved at all. You don't have to pick it up, not at all, but if you do, you will probably not regret it. Don't forget it also boosts a lot of DCs on con based special abilities, such as the stun ability of the ankylosaurus.


I think you are overestimating DR10. Especially on a character that can only take standard actions.


yes with the healing patron they can, absolutely. Just be prepared to buy a lot of wands of CLW.


Because fights rarely occur in large open spaces, at least so far in rotrl most fights have been in hallways or small rooms. I can easily imagine a lot of cases where my shell would mess up for my party, or I'd be forced to end the spell.
I agree on dustform.


Seems the other oracle is picking wind walk, so that leaves out that as well. I am still undecided.


The way I read anti life shell, it won't care if creatures are allies or not, but it won't block out anyone already inside the area as long as they stay inside (impossible in combat if you move as far as I can understand.) Would this be correct? I can see this being very usefull if solo, but we are 3 characters that regularily go melee. This and the 1rnd acting times bugs me.

Wind walk I would only wanna cast once a day, so it's not so good for first pick. If only I had got a usefully bonus spell.

I'm a bit confused on dustform. Does everything in the rules for incorperal apply? Dex as str, pass through objects, etc or just what is described in the spell?

No I havenot decided on any swap.


Heal is not an option. I absolutely understand it's value, but it is already covered inthe group. Also the healing oracle is so focused on his heals he don't really appreciate it to much if I step on his terretory. I will absolutely consider picking it up later.

I'm well aware I don't get it for free, there is another oracle in the group with the healing mystery.

I also considered cold ice strike, but forgot to mention it. Again the save troubles me, but maybe I am being to cautious about this. Who cares when its just a swift action? My chr with headband is 18, so it's not so bad (my str is 24 btw, grauss)The same is true for blade barrier, but it sorta overlaps with wall of stone, which I already have.

Basically, I'm just a little overwhelmed by all thegreat options. We very rarely play this high.


Yes I'm usually enlarged so my reach is 15-20. Would Antilife shell block out companions that are alrewdy inside when it is created?


Gauss wrote:

This one is easy, being a battle cleric I would go for Harm. Even on a successful save the target takes 60pts of damage. :D

- Gauss

I'm str focused so my chr isnt very good. I generally avoid feats with save. But is harm really that good?


I'm playing a battle oracle in rotrl and just dinged lvl 12. In like 15 years of gaming I've never had a divine caster this high. I'm melee focused with reach weapon, but also have augment summoning.

My current considerations are:

Summon monster 6. If I don't pick this up first it will be my 2nd choice. Maybe the optimal pick, but I already have summon monster 5, full round casting time bugs me, and other choices on the list are very appealing

Animate objects. Seems like a standard action summon. Seems very fun. Also seems like a lot of work?

Wind walk. Seems very strong! But the group already have communal airwalk covered with another oracle. Maybe he will alsowant to pick up this and retrain airwalk.

Dustform. This seems very good to me, offering a good set of benefits. I spend a lot of time enlarged and sometimes size is a problem. maybe not good forfirst pick.Any firsthand experience with this spell?

Note: I don't consider heal cause the oracle of healing in the group get that for free.

Please also feel free to make other suggestions. Anti life shell?

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