I imagine how I want to play the character, then I read every spell description on the class spell list and pick out the spells that match that vision. Sometimes I read them two or three times or six times, or nine times. I also read forum posts on how a certain spell works, and it's effectiveness for the slot. ..then I mull it over and take the ones I know I want, and if I can, I take a couple I might like to try.
It's ambiguous, but it makes sense that it wouldn't stack. Cast once, take CON; again and take STR, etc, etc. Second casting overwrites the first, etc, yes/no? Sources? ...and Yes, I know multiple enhancement bonuses of he same type won't stack.
The target chooses one ability score and gains a +2 enhancement bonus to that ability score. The bonus confers the usual benefit to skills and abilities based on the ability enhanced, but does not affect bonus spells or skill ranks.
I wonder what probably is of rolling a 15+ before you roll 1, or 13+ if CHA was dumped.I also wonder what your list of useful long duration buffs is.
I like Ravingdorks Mighty Elmon (10th-level halfling slinger).
I tried building one myself based on the info I linked you in that PM. I'm fuzzy on the trainings so I didn't get one completed. I imagine the character to be a fun switch hitter type. Solid build. Someone mentioned that two-weapon fighting would make up for Many Shot but I really doubt that.
I'm guessing a Ranger + Pet version of this would be fun to role play - not over powered. For something really strong a WarPrist, maybe with a Halfling Double Sling.
Anyway, love the build. This is one I could imagine quite a few people would enjoy playing. Kudos.
You've probably seen Wands for Everyone!, but her it is again.
I've built for wands before and it does work and it is useful but -that- waiting until it becomes viable is not fun. Theconiel mentions skill focus but that's a feat and a trait you lose. I'd be mapping it all before I did that.
Alternately, you could retrain into it at a level when it would become viable.
Ignore them. Play what you want to play. Besides, "tank" is an unoptimized way to play - there is nothing that forces a mob to attack you. Miss enough times, and that GM will be looking for softer targets and there's nothing you'll be able to do about it.
You're 100 times better off making an offensive guy with some defensive characteristics.
Adding this related post in here. ...on upping DC's.
Mister Socks wrote:
The purpose of a reach weapon is in the adjective itself – reach. If you are useless at creating space and maintaining space between your character and the things you’d like to attack, then yes – reach weapons are completely useless – in your hands.
Now, as has been said, if you invest in the right feats, use tactical positioning, then a reach build will really shine. You’ll want things like phalanx formation and combat reflexes – and a decent dexterity score. You’ll want a way to increase your size to further increase your reach. Being large with a reach weapon really shines. Spells like long arm are almost too good.
Fools rush in. Getting your party to play for Attacks of Opportunity make’s reach builds shine even more - setting up a kill zone and allowing things to come to your party. It helps if you play with people who understand using positioning as a tactical advantage -- and don't play stupid because they dumped INT.
Anyway, if you want more info – look up reach cleric builds for one example of how to impress your table mates with your characters massive length.
bitter lily wrote:
And, btw, I am willing to hotly argue that 9-level casters are, indeed, feat-starved!
No kidding. You're choosing between upping spell DC's, upping ranged touch to hit, spell penetration, adding metamagic, improving your familiar, or just adding things like toughness, dodge, combat casting. ...or other cool things!
Prerequisites: Spellcraft 15 ranks, at least three metamagic feats.
Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.
Pick (1) spell you know and cast it Quickened - meeting the other requirements. It doesn't say any one but the Quicken Spell metamagic feat. Why is there a need to FAQ that?
Dexterity/Enhancement, Deflection, Armor, Shield, Dodge, Natural, Luck, untyped, size, racial? There may be more... maybe.