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So I found the Ioun Stones in the Core Rule Book and I always wanted a floating stone orbiting my head so lets go: In contrast to any other item that provides a bonus to ability scores the one from ioun stones doesnt vanish after 24 hours is that correct? And since they dont have a slot can wear them in addition to ahelmet or something else on my head. Also since they have no slot can I have two or more of them? (Doesnt seem right so I am asking...) Also is there any good reason why they are All level 12? For the ones that provide a bonus to abilities okay, but for the +1 to AC one? Obviously they can get stolen and this difficulty to steal it should be dependend on the range they are floating of your head (1d3 feet)
Thanks Hyper. ![]()
A question about the weapon property mighty cleaving. Somehow I cant get its exact meaning out of the word in the rule book. Does it practically mean that you can make another "cleave" attack if you ALREADY have the feat? Or dos it mean you can make a "cleave" attack AS IF you had the feat. Sorry dont know how to express this better. Greetings Hyperanthropos. ![]()
Hello fellow Nerds. I suppose to most of you this question will sound dumb, but in my group of pathfinder newcommers we stubled over the costs of magic weapons. Could you explain to me what the costs for say a mighty cleaving weapon with +1 bonus are? It would be really helpful if you could write what cost factors go into it? Also can you have a magiv weapon with some kind of property (mightly cleaving, fire what so ever) and dont have a +1 bonus? We really tried to understand the rules, but couldnt come to one consistent oppinion. Greetings Hyperanthrops. ![]()
Dear fellow inhanbitants of the Nerd-Realms, My first question:
Second:
Similar do all the bonuses (or penalties as from power attack) also apply always to my opportunity attacks? ![]()
Again many thanks to you Protoman! New info we are starting at lvl 3 by the way. The thing was I simply didnt know what Con mod contributes to. I wasnt aware of the con mod extra HP every level. Those basic things like what stats work how when you level up seem to be quite hidden in the rulebook. So after knowing that and wanting to have as many HP as possible I ll definitly stick with the 13 Con. Also read up on the dex mod for heavy armors and yes thats not to usefull.
About Improved Crit + Crit Focus I actually ment why those two feats themself dont seem so popular, independend of the weapon. Of course it should be one with a good critrange. I almost couldnt believe that you can get a 15-20 crit range with a Falchion, but that was probably because of my DnD 4e experience. Since in 4e you dont have to confirm a Crit. And yeah I know the Heavy Flail is suboptimal, but I just dont like swords they seem so boring to me. (I count Falchion as a sword). Probably pretend the Flail is like a big two handed mace, I like that idea. I ll see if I can do something with the improved disarm capability. Sadly there is no two handed Mace and the Greatclub is sooo awful. For lvl 3 (beginning) feats are going to be:
and later:
And our limitation on the core rulebook isnt really forced. We just dont want to overhwelm the new ones to DnD and the others are atleast new to Pathfinder.
Thought I d get a beating for choosing the Warrior of the holy light, critics werent so good after the errata... Also we got two undecided ones. And we need another front line guy. And one of them wants to play a damage dealer. The completly undecided one always played fighter typ calsses and wants something different now, better not to complicated. Ideas? ![]()
@ Iker Looking at my Post now you are right, sorry for this @Protoman thanks for the great advice.
Since we ll have certainly two spell casters in the group and because I like the concept I am thinking of Warrior of the Holy light as archetyp.
In this case i stick to the high carisma to get more lay on hands.
With feats I am thinking of improved critical and critical focus. That combined with the heavy flai would be a 17 crit range and +4 to confirm the crit. I havent read this combination yet and have no idea why.
P.S.: Is it correct that the lvl 1 Hitdice is maxed? ![]()
Hello everyone,
Until now it looks like our group will consist of a Bard (Gnome maybe), Halfelf Wizard and me the Human Paladin.
I decided to go with a Human Paladin and a big Two-handed-weapon, a heavy Flail. Later found out that this combination seems to be quite
Str. 15
(Btw I dont want this mount thing.) My questions are: Is their any big reason not to use one of the things i mentioned, being Humans or the weapon? If I am correct I can get 2 skill ranks base per level, 0 extra for Int mod, an extra skill rank for being Humans and could choose to get another when leveling. But ill take the +1 Hitpoint.
Would it make sence to combine the Paladin with some extra levels in an other class? Thinking of fighter, Barbarian. Cleric? I think I wont be the only guy with heal abilitys and I want to be in the front line, what could help? Also found those variant class features:
And any Feat ideas for that build? Last but not least
Thanks and Gerrtings! Hyper. |