![]()
![]()
![]() Eh, I'm not that sure about the scaling damage since Ascetic Strike specifically gives the weapon scaling damage at level - 4. It might be RAW, but it's certainly not RAI so my GM won't allow it. However, the other abilities seem good and I understand the appeal, yeah. Guess I'll take it. So at level 11, with 22 STR, a +2 weapon, PA and weapon focus, I could use one ki and elbow smash to do +17/+17/+17/+17/+12/+12/+7 for 1d8+20 (17-20)(one of those non-lethal). If I use stunning fist and it lands, that's +17/+17/+17/+17/+17/+17/+12/+12/+7 Not too shabby. ![]()
![]() Hello, I'm DMing for a group and the wizard says he's using programmed image to cast an illusionnary wall in front of him. Trigger: someone is charging him. I'm having trouble finding the correct rules to play this out.
Then what ? The rules specifically say that the giant only gets a save if he interacts with the wall. So he's charging - does he stop his action (CAN he stop his action) ? Does he go through the wall (and thus gets a save) ? How do the rules go ? ![]()
![]() Good point about the whip !
Quote: Benefit(s): Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks. What feats are they talking about, exactly ? If it's merely being able to use stunning fist with a weapon, that's a bit meh. Quote: Benefit(s): You can use the chosen melee weapon with any class ability that can be used with an unarmed strike, such as an unchained monk’s style strike ability. In addition, you are treated as a monk with a level equal to your character level for the purpose of determining the number of times per day that you can use feats with uses per day that depend upon your monk level, such as the Stunning Fist or Perfect Strike feats. Ok, the first part is actually quite good. The second one seems to fit a monk-dip, not a full monk. Quote:
First part is... ok, I guess. Though it starts being good for a temple sword at level 12 and onwards. Second part is irrelevant. So you're not the first one to tell me about ascetic strike, but I fail to see how it is better than the incredible defense Crane Style gives (plus crane riposte means more dps). ![]()
![]() Hello, I'll start an unchained Monk in an upcoming campaign (15 pt buy), and I'm torn between those two builds. Our GM decided that dragon style DOES NOT allow 1,5x Power Attack, and we agreed on this, so it's not about whether he's right or not, merely something to factor in. Both builds will have the same race (half-orc with sacred tattoo) and the same stats: STR 15 (+2)
So, here we go: FIRST BUILD: Punchy McPuncher.
SECOND BUILD: Slashy McSlasher
Seems to me Slashy would be cheaper (no AoMF) and sturdier, and the increased crit and increased PA would mean more damage. On the other hand, unarmed strikes (elbow smash, medusa's wrath, stunning fist strikes) would be much more effective with Punchy. So, yeah, I'm torn, but more inclined to go with Slashy. Any advice ? Any thoughts ? Thanks ! ![]()
![]() Thanks a lot, this thread has been very helpful to me, with lots of great ideas and advices. I'll probably pass on the ancient loremaster since my group isn't that much into optimization, and I don't want to overshadow others. I'll go with an half-orc (with Fate's Favored and Sacred Tatoo) and throw a buff every fight before trashing my opponents senseless ^^ Now there's one question left: what are your best long-duration buffs ? If I don't go the heroism route, I don't see that many buffs that last 10mn/level or longer. Most of the 1rd/level and even 1mn/level can't be precast when you're walking out in the open, and they'll run out pretty quick even when dungeon crawling. So, what ? Remember I'm an oracle, so my spell selection will be slim, even with the half-orc FCB. Magic vestment ? Greater Magic Weapon ? Magic circle against evil ? Air walk ? Freedom of movement ? ![]()
![]() Ancient Lorekeeper looks so juicy I could cry. Dunno if my DM will let me use it, though. If I can take it, however, I'll stick with the battle mystery. The revelations are juicier for a fighter than lore or nature, and I don't really care about CHA to AC if I'm wearing full plate. But, yeah, yummy Ancient Lorekeeper ^^ ![]()
![]() Hello, At higher levels, a battle divine caster can use quicken spells to get ready for a fight, but at lower levels, we can usually only cast one spell before going into the fray - more and the fight might already be over, or heavily tipped one way or the other. So let's assume you're unbuffed and you suddenly enter a fight. You don't need special abilities to fight them (so no air walk, no invisibility purge needed). Other players are pretty balanced, melee, ranged and spells.What spell would you use at every level ? Here are my answers but I might be doing something wrong. Level 1-3: Bless or nothing and wade into the fray
Any favorite of yours ? What do you cast when entering combat? ![]()
![]() That's a great concept, however I really like the full caster angle, especially considering all the nifty spells an oracle can throw per day. But I agree with both of you, I can actually use buffing spells alongside colorspray and go with the flow. It's just that for instance calm emotions has long been a favorite of mine to take a few opponents out of the fight while we focus on those who saved. Now ? Color spray trumps that tenfold. How about hold person ? Oh, wait, color spray can target more people, other than humanoids, and doesn't give a save per round. Command, greater command ? P-uh -lease. Holy smite ? Bah. The only limit to color spray is the short range and the targetting, but a smart player should almost always be able to get one or two opponents in the blast. Also, selective wands are dirt cheap. ![]()
![]() It's not only a problem with samsarans but a regular problem with save or lose spells. As treantmonk said in his god wizard guide, SoL spells make you either lose your round or win the encounter, which might not be fun for everybody. The issue here is the fact that he has a high DC and high spell penetration from what you're saying. However even without the samsaran shenanigan he could have cast mass suggestion and ended the fight has well. Same goes at lower levels with color spray, sleep, hold monster and the like. Now what could his DC possibly be ? He might have 26 int (with +4 item) so 8 bonus +2 focus+6 spell Level is 26. Spell penetration would be 13+d20 with double spell penetration. I don't know of any way before spell mastery to get more than 40 on a SR roll. So against a CR11 demon with 22 SR and let's say 11 Will, there is 40% chance of the spell not bypassing SR and 30% of getting the will save. That's 42% chance of the spell working on one mob and 16% on both. Also, if they had been immune to mind-affecting, that would have been solved. ![]()
![]() Hello, I'm still building a controlling oracle for an upcoming campaign and now contemplating the heavens mystery. Awesome display combined with color spray is known to be very powerful, but I'm concerned it might be too powerful in comparison to my other options on a round basis. With a maxed-out charisme and metamagic galore (persistent or heighten come to mind), I'm afraid the best use of my round, every round, would be "I move to find the best spot for my 15-wide cone then cast color spray". I mean, what can possibily beat stunned for 3d4+1 round ? I know there are limits, like mind-affecting and such, but still, if I can get at least one enemy (let alone a boss), that beats even blessing of fervor. So I guess I'm concerned about casting the same thing over and over like a warlock of old. I'm also concerned about stealing the thunder from other players, especially if I start optimizing through going gnome and dual-cursed.
Thanks a lot for your insight ! ![]()
![]() @Dragonchess: I agree that Many Form is not the end all/be all of polymorphing, but I find it pretty neat on paper ^^ @Quenly: I like your tricks, but they're more geared toward fighting than support/control. I don't plan to get into melee much, so I was more looking for a way to expand my options (like being able to burrow, swim or fly). ![]()
![]() Hello, Let's say I'm a level 7 oracle of the Dark Tapestry. I use Many Forms to Beastshape into a medium beast (let's assume everyone's favorite deinonychus). Since I don't have Natural Spell, I can't cast any spell while in beast form. But: 1) Does my Cloak of Darkness merge with my body ? Do I lose the AC bonus ?
Thanks a lot ![]()
![]() Hello, Many Forms makes me drool every time I read the entry. It looks to me like an amazing ability, probably one of the best of all mysteries. Alter self ? Beast Shape ? Then Polymorph ? ALMOST AT WILL ? I'm saying almost at will, because by the time you're level 7 and get Beast Shape, you already can use it seven times a day for 1mn, that's actually more flexible than a druid could ever be. So, yeah. Those were my first thoughts.
But I'd like to build a CONTROL/DEBUFF oracle, and STR will probably be my dump stat. So I'm not looking for combat damage, more about utility. So could you help me out ? What kind of tricks would you pull (at low level with alter self, at higher level with the other abilities) with Many Forms as a controller ? Flight comes to mind, but then there's a revelation that also gives flight so that's a bit redundant. Thanks a lot ! ![]()
![]() Hello, I'll be starting a new campaign soon and wanna play a full casting cleric. He won 't focus on summons since my last character did this already, but on buffing, debuffing and battlefield control. The thing is, it's a powertul and flavorful build at higher levels but the first ones (say, from 1 to 5) will be a bit of a pain. Also, in my experience, controllers suffer from the "i'll keep spells for the next encounter" syndrom. I'll throw a big spell on first and maybe second round then twiddle my thumbs while the party mops up. So, any options I could take to use on those low-maintenance rounds ? For instance, I''m thinking about taking the inevitable domain for its level 1 power that gives me 8 commands a day with 20 Wisdom. So on any round I have nothing to do, I can throw this around - even at higher levels. I also thought about a dark tapestry Oracle with gift of madness: endless confusion ! Any other options you could think of ? Other domains ?
Thanks ! ![]()
![]() Hello, Since I was a kid, I've always been a big fan of Shiryu, and so I wanted to pay a tribute to him in our next campaign. Highlights are fist fighting, big armor and shield, so I went with this build, that I found surprisingly effective on paper: I know other races might be better than human, but I'm going for flavor here. So, without further ado: Shiryu
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
At level 1, I'm just a regular fighter with a sword, a shield and a suit of armor. With my 18 STR, I should be just as efficient as any other fighter. At level 2, things get serious. I take Dragon Style, and ditch my 1d8+4 sword for my 1d6+6 fist. At level 3, I take Crane style as a regular feat and Crane Wing as a level 2 master of many style. In full plate, with a shield and no magic item whatsoever, I now have 22 AC that can go up to 29 for a -2 on my attack. Not too shabby. Level 4: Fighter 2, taking Monastic Legacy. A bit lackluster but eh. Level 5: Fighter 3. Now that's a nice level. I pick up dragon ferocity for a nice bonus to damage, and I get +1/+3 on my unarmed strikes thanks to being a brawler. Level 6: Monk 3. Bah. Level 7: Monk 4: Woohoo, I now have some ki. Not much, mind, so let's get the extra ki feat for some Quingong shenanigans. Level 8: Fighter 4, picking up weapon specialization and getting ready for crane riposte next level So at level 8, I have 28 base AC and can go up to 35 with crane style. I can attack twice at +17/+12 for 1d8+16. I have great saves, good HP and a dash of utility. I'm a bit slow, though, but I can switch a feat to get +5 feet move. What do you think ? ^^ ![]()
![]() Noble Scion is awesome, didn't know about it. With it and the +2 init trait, that's going to give me +9 init, enough to play first most of the time. Dweomer essence is a good idea as well. As for the Seeker archetype, it would be awesome, but we're not playing PFS. So I'll probably go: 1: Noble Scion, Spell focus (evocation)
I have the blackened curse, even if it overlaps. This should give me a capped 10d6 fireball (and a 15d6 one with a 4 level slot) and a capped 4d6x3 Scorching Ray. Not too shabby for a healer. ![]()
![]() Hello, Our group wiped last game and we all created new level 9 characters. I'll be playing with a barbarian, a rogue, a 2 handed ranger and a zen archer. So, yeah, no arcane, no divine. I decided to fill in as a divine caster, and also help with AoE damage that we sorely lack. Never tried Fire Oracle, so went for it. I plan to have a big initiative, throw a Fireball at the beginning of the fight, then heal or blast as needed. I know blasting isn't that optimal without a dip in sorcerer but, hey, still sounds fun. Soooo, here's my question. I have A LOT of feats that I plan to take, and only 6 feats (5 for level 9, 1 for human). In no specific order:
I wanna go first on most cases, so Improved Init seems a given. Same with Empower. So I'm stuck deciding between 7 feats and 4 slots. And I might have missed some other stuff as well. So, hey, any advice to make me a happy blaster (slash) bandaid (slash) divine caster ? Thanks a lot ;) ![]()
![]() Ascalaphus wrote: Why would you give the tiger Improved Natural Attack on its bite? It's much more interesting to buff the claws, either with INA or just Weapon Focus to improve to-hit rate. Because INA on claws makes it 1d8 instead of 1d6, hence a +1 damage increase. Even with two claws, that's only +2. INA on bite makes it a 2d6 instead of 1d8, hence a +2,5 damage increase. ![]()
![]() wraithstrike wrote: What is your number crunching. I have never sat down and down the math to prove the tiger is the best. I just went with what I thought would likely be the best, which is the same as what almost everyone else came up with. At level 10, let's assume they both have GMF on (because why not, it's hours/level). They both got improved natural attack (bite for tiger, gore for rhino) Tiger: Bite +13 for 2d6+8, 2 Claws +13 for 1d6+8, 2 rake +13 for 1d6+8
Target AC is 24, standard AC for level 10. So on a pounce (+2 to hit on a charge), average damage is 0,55*(15+11,5*2+11,5*2)= 33,55 without PA and 0,45*(19+15,5*2+15,5*2)=36,45 with PA. Against a mere 5 DR, our damage go down to 25,2 with PA
On a regular round, average damage is 0,45*(15+11,5x2)=17,1 or 0,35x(19+15,5*2)=17,5 with PA against no DR Against DR 5: 12,25 DPR
Now let's see how our Rhino's doing. Rhino: Gore +15/+10 (with +2 magic fang) for 3d6+14
So on a charge, average damage is 0,65*39=25,3 and 0,55*45=24,75 with PA
On a regular round, average damage is 0,55*24,5+0,3*24,5=20,8 against no DR
And then, there's also the Vital Strike line, that will let you punch through DR easier. TL,DR: On a pounce against no DR opponents, the tiger is clearly better. But monsters with DR are the exception at higher levels, and charging every round isn't always doable and/or a good idea (lower AC, opportunity attack, positioning). When there's no charging involved, or when DR comes into the equation, the Rhino (or any One-Hitter, really) comes ahead - while also being more sturdy. ![]()
![]() calagnar wrote:
Reduce animal is perfect for that. Level 2 spell, hours/level, and a resized large animal is still better than a medium one to begin with ^^ Cory Stafford 29 wrote: Rhino might have the edge at lower levels, but the tiger will soon out damage him. Well, that's my point: people seem to think tiger is better, but my number crunching doesn't show this. Tiger has pounce, but Rhino has powerful charge (and later the vital strike line, one extra attack when full attacking, bigger haste benefit and a much better DR management). Tiger has grab, though. ![]()
![]() Hello, I'll be playing a druid in a new campaign, and our DM has specifically banned all dinosaurs from his setting. We're mostly Core/APG/UM/UC only, but can sometimes include other feats if they're considered balanced. (He's an awesome GM, so the issue isn't whether it's a good idea or not to ban many options, but how to deal with it ^^). So... i'm torn between a rhinoceros and a tiger. At level 1 w/o feats:
They're both medium, with scent/low-light and 40ft move. So it looks like Rhino's tougher and deals more damage with better accuracy, especially since tiger doesn't have pounce yet. The only time tiger is better is when full attacking AND getting three lucky rolls. At druid level 7 w/o feats and spells, they both got bigger.
So Rhino's still tougher, but his damage looks a bit on the down side in comparison to a tiger. HOWEVER:
On the other hand, I don't see many ways to increase a tiger damage output, apart from a +1d6 amulet of mighty fist (+2d6 starts to be really pricey). So at the cost of 2 feats (Power Attack and Improved Natural Attack), our level 7 Rhino can now hit for 3d6+19 and charge for 6d6+24, and will continue to improve. Did I miss something ? Apart from the grab, if we're looking at raw dps, is the rhino better ? Thanks a lot ;) ![]()
![]() Thanks for all these answers (and I did look at all those places, hence my confusion :D ). I know from a mechanical standpoint that Powerful Charge seems to do double dice damage and add 0,5 STR to the regular damage. But that's not RAW. My DM is really into RAW, which is why I posted this question: is there somewhere, anywhere, a FAQ or errata that specifically states how it works ? Because I already know that the answer "meh, it works this way for the other critters" won't cut it, especially since it's an AC. Same goes for INA: gore. A level 8 Rhino AC with 30 STR and INA will do 3d6+15 damage on an attack, that's RAW. But saying Powerful Charge would then do 6d6+20, while logical, isn't RAW... ![]()
![]() Hello (and sorry for my bad english, it isn't my native ;)). I'm using HeroLab to fiddle with my characters, and creating a druid for our next campaign. I wanted to take a Rhinoceros Animal Companion. At level 7, the Rhino goes Large and gets Powerful Charge. The problem is, HeroLab tells me I have a 4d6 Powerful Charge, while d20pfsrd says: Quote:
And this very wesbite doesn't give any damage after Powerful Charge: Quote: 7th-Level Advancement: Size Large; AC +3 natural armor; Attack gore (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities powerful charge. So: 1) Which one is right ? In what book can I find the real, absolute RAW Rhino animal companion ? 2) I deal 1,5 x STR bonus (and 1,5x Power Attack) with my regular single attack. Do I deal more on a Powerful Charge ? 3) If my Rhino takes "Improved natural attack: gore", does it also affect Powerful Charge in any way ? Thanks a lot ! ![]()
![]() Hello, I'd like to try a battle druid for my new campaign, but I have my concern about the very low AC of a shifted druid before he can buy wildheart armor. If I understand correctly, at level 6, I can turn into a large animal. This gives me +4 Str, +4 Nat and -2 dex. Assuming a 12 dex, which is already plenty for a druid who'd like to have both STR and WIS (and CON as well), that means while shifted at level 6 I get 14 AC, 15 with a +1 ring that I should have at this level. Even with Barkskin, that's a whopping 18 AC. Enough to get mauled as a frontliner. So, how could I raise my AC ? Meanwhile, the other frontliners are either clad in armor for 22 AC without shield or spell(+9 for +1 fullplate, +1 Nat, +1 dex, +1 ring) or sporting the same AC through a dex build. What are my options between level 6-10 ? Thanks for your help ![]()
![]() 412294 wrote: Burning hands is 1d4/level not d6 Yep, typo, my bad :D Darksol the Painbringer wrote: 1. How are you getting +187 points of damage on a Chain Lightning? I'm going to guess typo, but just to be sure...some math work would be appreciated. Level 20 Chain Lightning with specialization (+2CL), tatoo (+1) and 1 point boost from arcanist (+2CL) is 25d6 thanks to empowered. Orc bloodline adds +1 so that's 25d6+25.
So there, 12d6+187. ![]()
![]() The part where we disagree is that you apply Empower, then apply orc bloodline on the already-empowered spell, then apply empower again on the orc bloodline. Which makes no sense to me. Basically, it seems RAW and RAI say:
You could make a case of saying:
Which is the exact same thing. ![]()
![]() Really interesting guide, thanks.
Darksol the Painbringer wrote:
I'm pretty sure that's now how it works. Your spell deals 13d6+13 when not empowered. Empowered is applied AFTER, which makes it 19d6+19.You don't get to apply half of the empowered feat, THEN apply orc bloodline, THEN apply the rest of the empowered feat. Else a maximised spell wouldn't even HAVE an orc bloodline bonus. ![]()
![]() ChaosTicket wrote:
Actually, no sane blaster would use meteor swarm to do damage. To keep in theme with what OP asked, and using a blood arcanist, it would be more like:
JiCi wrote:
Yes, you can. Let's break it up by level to see that. For this, I'll use the aforementioned Blood Arcanist (orc bloodline). Level 1
Level 4
So basically, if I want to focus on blasting and forego utility, I can already blast almost all day long. In all honesty, I'll probably burn a spell on mage armor to get the same AC you have, so there, I can only blast 9 times. Level 8
Meanwhile, my Arcanist (Int 26) can throw:
And that's without even trying. I only took spell specialization as a feat and magical lineage, as a trait, both being in the first, widely used books. I could deal much more damage with a wizard dipping crossblooded and using other shenanigans. But why should I when the damage is already vastly superior ? Also, I didn't throw rods in there because, you know, that would be unfair. Now about defenses. Kineticist (especially earth or aether) might have better defenses on the fly. But DR 4/-, while nice, won't save the day. If the opponent really try to reach the arcanist and your BSF doesn't help you, then improved invisibility or mirror image (or resist energy against specific monsters) trumps whatever you have. An air kineticist does have invisibility, but it's not improved, so you cannot use it AND blast. About utility.
What is true is you CANNOT do everything at once. I CANNOT blast all day while also giving fly to the whole party. But then, the kineticist cannot give fly at all, so there's that. So TL,DR, a naked arcanist blaster:
A Kineticist
I'd really like the kineticist to be the better blaster, but it's not. ![]()
![]() Hello, I'm currently playing an occultist, and have a lot of bookkeeping with all the wonderful monsters I get to summon. I did a lot of google search, but I didn't seem to find a (printable) chart that summarize at a glance what I can summon for a given level. All the infos are on this website, or at PFSRD, but I have to click on every monster, one at a turn, to get its stat. Then I have to manually add Augment Summoning. So I was wondering if someone already made an easy-to-use, at-a-glance summoning chart per level. If it does exist, it would help me tremendously ^^ Thanks a lot ![]()
![]() Hi, I guess this has been asked before but I couldn't find it through google, so there :D "At 6th level, a bear shaman’s wild shape ability functions at her druid level – 2. If she takes on the form of a bear, she instead uses her druid level + 2." (Replace "bear" by the animal shaman you chose). What does this mean exactly ? It doesn't REPLACE Wildshape, so am I correct in assuming this ? Level 4: You get wildshape like any other druid.
Also, does it change the number of times you can Wildshape ? A regular level 6 Druid can wildshape twice.
Thanks a lot, it might seem stupid but I'm a bit confused there :D ![]()
![]() Well, I read the whole guide/FAQ and still have one last question. Let's say I'm a level 8 magus (with +6/+1 bab) I'll use spell combat to cast chill touch. So i'll get a free attack (at -2) empowered by Chill Touch and two regular attacks (at -2 as well) also empowered by Chill Touch. Next round, I still have at least 5 uses of CT, so if I keep attacking, I still have the bonus. Sounds good. BUT this also means using Spell Combat anymore would stop the spell, right ? If I use Arcane Mark to give myself another attack next round, Chill Touch stops, right ? So, would my rounds look like this or did I get something wrong ? Round 1: Declare Spell Combat. Use Chill Touch. Make 3 attacks w/ Chill Touch (+4/+4/-1). Round 2: Declare Spell Combat. Make two regular attacks w/ Chill Touch (+4/-1). Cast Arcane Mark to get an extra attack WITHOUT Chill Touch (+4). And now, the Chill Touch spell is spent. Right ? Sorry, it's still a bit confusing :D ![]()
![]() Hello, I'm playing a magus for the Skull and Shackles campaign, and I'm still struggling to understand some of the finer rules about spellstrike and spell combat. 1) Holding a touch spell. "Touch Spells and Holding the Charge In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates." Let's say I cast shocking grasp and fail my attack. Does this mean that the spell is not discharged and I can try again ? But then, it seems I can use spellstrike only when I get a free touch attack from casting a spell. So I shouldn't be able to use my weapon next round. Is this correct ? Magus casts shocking grasp.
Next round: Magus can either cast a new spell, ending the previous one. Or Magus can try a touch attack, but that would be a standard action, and it'll be a basic spell, without all the advantages of a spellstrike. 2) The Frostbite conendrum What happens if I didn't cast Shocking Grasp, but Frostbite ? I get as many frostbites as my level. Can I spellstrike them every round ? Or RAW, can I only spellstrike the first one ? What do I do with the next ones ? Thanks a lot, I'm totally lost there :D ![]()
![]() Hi, We were playing yesterday and ran into a Dire Bear. Our 7th level rogue got grabbed by it, and tried to escape the grapple. He had 20 dex and maxed out Escape Artist, which gave him +15 to escape the grapple. The Dire bear had +26 CMD, so he had 50% chance to get free. 50%. And we're speaking about someone who's very talented at escaping. Any other level 7 character wouldn't have escape artist (or 20 dex) and would rely on CMB. This means a fighter would have around +11/+12, a cleric probably +5 and a wizard even less. So they're screwed. But, you say, a grapple is supposed to be hard to break. 50% chance is not so bad for your rogue, and your fighter would have around 30% chance. But that's the thing: a bear isn't even GOOD at grappling.
Long story short, any kind of monster using grab is likely specced for it, which means a huge grapple CMD, which means very little chance to escape. Did I miss something ? Aren't the rules a bit harsch ? I can understand that a scrawny wizard shouldn't be able to escape a grapple easily, but a fighter or even a slippery rogue won't have much of a chance. Do we have to assume that once we're grappled, we won't ever escape ? Thanks for your input ;) ![]()
![]() I'm playing a level 6 Wizard in an upcoming campaign and decided to go for the Foresight school. It has pretty powerful abilities, including this one: Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. I wanted to know how you used this ability and if there were some nice tricks to do with it. So far, it seems useful for:
...and that's about it. It's a bit underwhelming TBH because touch spells aren't usually that hard to land, using combat maneuvers isn't usually a Wizard's schtick, getting out of grapple is easier with a spell, and that leaves only skill checks and ongoing saves. I know a level 1 ability isn't supposed to be game breaking but it looks so damn sexy on paper I wish we could do more with it. I'd love to create a character that can contribute meaningfully with this ability (without being a gish and dipping only 1 level wizard). I already took Snake Style with my wizard. It cost me two feats (with Unarmed Strike being useless for me) but the trade-off seems wonderful for me - and Prescience makes it even better. Any other ideas ?
![]()
![]() Good points there. Didn't want to go the reach route, which is why I didn't pick up combat reflexes. I could do it though, just switching dex and con around. However, call me paranoid, but I always liked toughness for extra HP. However, I'm always concerned about being in a tight spot where my reach would be a hindrance. Like in dungeons, if I cannot take a 5-foot step, I just cannot attack. Sure, I can keep a spare sword, but that's still some action economy down the drain. I'll probably put all my increases in CHA anyway. As for intimidate vs diplomacy, it's more of a roleplaying thing than a minmax one. I'm big, scarred and wasting away. What's not to like ? :D ![]()
![]() Hey everybody, I'll start playing a battle oracle in a new PF campaign, and wanted to know if my build was ok. Other players will be a rogue, a fighter (shield user with high AC) and an enchanter. We rolled our stats and I got 8, 11, 12, 14, 14, 18. Here's what I came up with: Human battle Oracle
STR 20
Feats: Toughness, Extra Revelation
Weapon: Greatsword +5, 2d6+7
Skills: Perception, Intimidate, Sense Motive, Spellcraft Any thoughts ? ![]()
![]() I've been toying with the idea for some time, and now a new PF game gives me the opportunity to try it out. I'll start out at level 5 with a 20 point buy. I started to build the guy as a run-of-the-mill TWF but they're always starved for feats and I wasn't pleased with the result. So here's what I'd like to do instead: Human Fighter 1/Ninja (scout) 4 STR 18
Feats:
Ki tricks:
Stuff:
This gives him 24 AC, not too shabby and 6 ki, which is ok as well. Since he doesn't rely on dex, I could go for scout and lose Uncanny dodge. His regular attack is +9 for 2d6+6
He can use his ki to get another attack, go invisible or basically mess with the opponents plan. As for drawbacks, he only has 20ft move (that's ok I guess, since I don't want to be the first in melee) and -5 armor penalty (that hurts like hell, no acrobatics for me and that sucks). Any thoughts ? Opinions ? Would it be fun to play ? Would it be powerful enough ? Any ideas on better feats to take ? Any feats out there that would help me with my armor penalty or my move ? Thanks a lot for your time ;) ![]()
![]() 1) A player asked me how much an item able to cast "Magic Armor" would cost. I searched through my DM guide and found these rules: http://www.d20pfsrd.com/magic-items#Table-Estimating-Magic-Item-Gold-Piece- Values Use-activated or continuous ---->Spell level x caster level x 2,000 gp2 (The ² tells me that a spell in hours per level makes no adjustment to the price). So basically, bracers that would give him permanent mage armor would cost a measly 1 x 1 x 2000 = 2000 gold ? What's the point of bracers of armor, then ? 2) Another player wanted to have gloves that would allow him to cast "gravity bow" 3 times a day, as a zen archer. So that's the same formula as above (except that the price is doubled for a spell in minute per level) = 4000 gold to have a continuous effect. Charges per day----> Divide by (5 divided by charges per day) = 2400 gold This sounds dirt cheap again. Did I get something wrong, or does that mean that you can emulate some very powerful level 1 spells (lead blade, gravity bow, mage armor, shield...) with very little coin ? Here's a last example I thought of: with this formula, a ring of permanent SHIELD spell would cost 4000 gold. So what's the point of the "ring of force" that cost 8500 gold and is half as useful ? ![]()
![]() Hello, I'm posting here because my last two games were nightmarish, with me getting stomped on at every single encounter. I'm playing as a level 12 wizard, and I'm very happy about what my character can do as far as utility, damage, buffing and debuffing is concerned. However, i'm questioning my survivability and wondering what I am doing wrong. In the earlier levels, I was quite safe through using mirror image, fly, displacement and all those lovely illusion spells that made me feel comfy. But now, we're at a level where almost every encounter has a mob with true seeing in it (and I guess it'll get worse the higher level we are). Basically, a fight goes like this: I cast haste on the party, a mob charges me or, worse, teleports to me(cuz I'm a wizard, so I'm a squishy target) and go apeshit on my low-AC, low-HP ass. Or the boss is an archer and will hit me with a hail of arrows and drop me in a round. With true seeing, none of my defense work. And when we're in a dungeon, overland flight isn't that much of an asset. Did I overlook some spells ? What could I use to be more resilient - apart from StoneSkin, which is costly and can actually benefit the tank more than me ? Thanks for your input.
|