My PFS Lavode De'Morcaine wrote:
I'm not saying it's a smart choice; just pointing out the option exists.
fretgod99 wrote: But wands aren't dependent on a user's CL, so this trait has no effect on them. I believe the only spell trigger items this trait impacts are staves. If a non caster, say a fighter, took this trait he could use wands as if he was the appropriate casting class. So you could have a fighter using wands of fireball without needing to make UMD checks.
lemeres wrote:
A 14th level inquisitor ignores damage reduction when they crit.
Arni Carni wrote:
He's using the conversion to replace cha for wis on bluff and double dipping wisdom from the infiltrator archetype. it's 1 rank+3 class skill+4 wisdom+4 wisdom=12 total modifier Edit: Ninja'ed by 6 seconds
T'Hulk wrote:
A little nit pick, but being invisible does not make your opponent flat-footed. Being invisible denies your opponent their dex to ac. I only point this out as there are rogue/ninja tricks that only apply to flat-footed opponents and your player appears to be starting a sketchy rules trend.
Two questions about applying this feat. 1)Since the animal companion changes to a magical beast does it gain a d10 hit and fast attack progression? I'm on the side of no but was wanting to hear from the community. 2)The celestial template grants SR equal to CR+5. However animal companions don't have a listed CR so should I reverse engineer the animal through the monster building rules or just ignore this part of the template and move on?
If you're going for a ranged inquisitor I'd look into the preacher or spellbreaker archetypes. Solo tactics and bonus teamwork feats aren't the greatest with a ranged build. Of the two I personally prefer preacher but I can see a case made for the bonuses against mind affecting magic the spellbreaker gets. Also the feather subdomain may be a good choice. The perception bonus will make finding clues much easier and a solid mount to fire from is always nice. Finally for a detective inquisitor the orison 'Sift' is great flavor.
As others have posted I'd replace the rogue with an inquisitor. On the damage front the rogue appears to have more damage potential than the inquisitor due to sneak attack but this is only true if the inquisitor is resource tapped. Let's look at a few levels using just class skills without spell buffs. Level 6 (Your Example Build Level):
Level 12 (DPS Olympic Benchmark):
Level 20 (Cause we all love theory level caps):
As you can see the two classes are neck and neck with either pulling ahead by a point or two at times. This difference skews vastly in the inquisitors favor if there is prebuff time before combat and as long as his resources last. Second, and most important for the crit fishing build, is the spell Battlemind Link. Available to inquisitors at level 10 this spell drastically improves your ability to fish for crits. Battlemind Link:
School divination [mind-affecting]; Level inquisitor 4, sorcerer/wizard 6 Casting Time 1 standard action Components V, S Range personal and close (25 ft. + 5 ft./2 levels) Target you and 1 ally Duration 1 minute/level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You fuse your thoughts with an ally's, allowing the two of you to fight in tandem, perfectly coordinated. You and the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects. Melee: If you both make melee attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack rolls (plus bonuses). Ranged: If you both make ranged attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack roll (plus bonuses). Spell: If you both cast spells and target the same area or same creature, affected creatures take a –2 penalty on their saving throw against the spells. You and the target lose these benefits if you cannot see each other or if you or the target is unconscious or helpless. Taking Keen Kukris we have a 15-20 crit range that gives us a 30% chance per attack to threaten a crit. With Battlemind Link up for every attack you have 210 possible d20 combinations with 85 of those containing a 15 or better on one of the die. This gives a 40.47% crit chance per attack. This is slightly better than having a 13-20 crit range. Combine this with all the other buff spells like Divine Power and Improved Invisibility, great utility and for me the inquisitor wins hands down. (Also if you want to get crazy take the Animal domain, pump your companions int score up and teach it a few teamwork feats.)
Yes, they are reduced in price accordingly. The relevent text can be found near the beginning of the magic items chapter.
PRD wrote:
Liongold wrote:
No, I'm saying inquisitor all the way. With the feathered subdomain and base class abilities you get 1/2 your level to intimidate, sense motive, survival to track, and perception. Animal Companion at level 4 with Boon Companion at 5 to bring you up to full druid power. (Same advice if you play a ranger. Boon Companion makes a huge difference) Judgements and Bane give great to hit and damage bonuses. This helps offset inquisitors being a medium BAB class. I've never had any problems hitting when I've played an inquisitor. Spells,
I will say the loss of Aspect of the Falcon hurts until you can get improved crit at 11. Now the biggest problem I've had as an inquisitor is preparation time. They have a ton of buffs they can stack and I've been in many fights where I simply couldn't get to my full potential without spending the entire melee sitting in a corner buffing. A Metamagic Quicken rod can help offset this as can a good stealth check to ambush instead of being ambushed. Of course you should play what you'll enjoy. I was mostly throwing Inquisitor out there to open up avenues you may not have realized.
PRD wrote:
Have him explain how he was adopted and raised by a different family after he began his adventuring career. The most important thing to keep in mind is that traits are an optional rule designed to reward RP and solely at the discretion of the GM.
Noteleks wrote:
Only place I can find it is a level 3 samurai. Remember though the prerequisites states Weapon Expertise or Quick Draw so don't stress the Weapon Expertise bit too much.
mdt wrote:
Okay I'm a little confused as to why you quoted hampered movement instead of difficult terrain here. As the 5-foot step rules state that only darkness or difficult terrain prevent a 5 foot step. PRD wrote:
Difficult terrain causes hampered movement. The only place poor visibility is mentioned is in the hampered movement section. ---- Fred_Ohm wrote: I wonder why the Paizo staff refuses to clarify the stealth rules. Because they're rewriting the whole thing. Stealth Playtest
AerynTahlro wrote:
Your confusion stems from him using old 3.5 material. Powerful Charge is a feat from Eberron and Blade of Blood is out of the Spell Compendium. I'd post them but I don't want to cross the whole open content boundaries.
Big Django wrote:
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry. Emphasis mine. Destructive smite doesn't say otherwise therefore it's a standard action. Same with Ferocious Smite.
mdt wrote: If that's in response to my post, I didn't say of different alignments of Paladin. I said of different gods, who each have different credos and beliefs. A LG god of justice is going to have a different outlook than a NG god of healing, for example. Some GMs do tweak the requirements of the Paladin's based on the god they worship. Naw MDT, it was a reply to the OP. I do agree with you on the different codes of dieties though.
So far in Pathfinder there is no alternate paladin codes for various alignments. If 3.5 material is allowed there was an alternate in either Unearthed Arcana or Players Handbook 2. Can't remember which it's in. As far as not running in to save every poor little waif that bats her eyelashes at you that's not something that can easily be solved without a sit down with your DM. Every time I've talked to someone about paladins being lawful stupid or stick-in-the-mud it leads back to the same thing. GM's being overly controlling and holding that Sword of Damocles over paladins heads a little too hard. I recommend having a talk with your GM and stating your desire to play a paladin, and that so long as you act 90% lawful good he'll let the 10% slide.
I would never play a melee character with a strength of 5. Encumbrance isn't the problem. With a stat that low you can be taken out of a fight with ability damage in the blink of an eye not to mention you're a super easy target for combat maneuvers. At level 3 when you begin play an ogre would need to roll a 5 to grab you and you'd need a 19 to escape. A 5 may work for other builds but not if you're going to be in melee.
A. I would say no the attack has to target the wolf. This is because to provoke an AoO you are doing something that drops your guard and opens you to the attack. The gnome hasn't done anything to drop his guard, the wolf has. Allowing the attack to target a different creature because it's in the same square would be like targeting a familiar when a wizard casts a spell. B. Yeah if they both threaten the orc when he drinks and both have an available AoO then yes they would both get one. Much the same as if you had two creatures flanking the orc when he drinks.
My group is in the same boat as you. As such we use a bit of house ruling. We say that you can only buy materials up to the max a town can support in a given time frame. So let's say you want to build an item that will cost 30k but the town has a gp limit of 20k. You could buy most of the materials but have to wait for suppliers to restock to buy the rest of what you need. The timeframe is then up to GM discretion for when the town can get its next shipment of goods in. I'd be interested to know how it actually works myself.
I just wanted to mention that a charge only provokes one AoO. from d20pfsrd Combat Reflexes and Additional Attacks of Opportunity If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus. So combat reflexes doesn't let you get 2 attacks in. Though I did make a human inquisitor with the feather domain that was built around triggering Attacks of Opportunity with my animal companion and various teamwork feats. Regardless I'm not sure why your group feels they need a "tank". Unless your GM focuses on the first guy to enter combat and only him. Most games I've played in foes will run around any kind of tank character to stab that frail looking guy throwing out walls and fireballs. If you do really want to play a "tank" though Inguisitor may not be the best choice. There are plenty of other classes with more durability and spell casting that could fill the role. A shifter focus druid can make a great melee and if your just looking at a way to soak up damage the summoner can toss expendable HP sacks at mobs all day.
Diction wrote:
Just to answer your other question. I can't speak for any unnamed spells but Infernal Healing was also in the new Inner Sea World Guide and the entry in that book adds the summoner, witch, and magus.
Archomedes wrote:
Personally if I had any 6th level spell I could cast an infinite number of days I'd go with Mage's Lucubration. Effectively gives you infinite 1-5 level spells.
Ravingdork wrote:
Naw, give your familiar a wondrous item that casts floating disk and a small chauffeur cap. Full-round actions on the go!
Shifty wrote:
While I love solo adventures and whole heartedly support them; this game is designed and balanced around teams of heroes, and a single round buff ending at the end of an initiative tick creates a lot of small balance issues. I'll use Diviner's fortune from a divination wizard for an example.
I know that's a really minor thing but enough minor things can build up to break balance. (And I think we can all agree that balance is tenuous at best in RPG's) Though I am in the camp that I don't like the current ruling and wish there was an elegant and simple solution.
So my group is about halfway through kingmaker and will be doing carrion crown shortly after. I'll be gm and lately I've been debating if I want to ban races with inherent dark vision. To compensate i'l be allowing non standard races. I just feel like darkvision will ruin a lot of the tension in the first ap. I thought I'd toss this idea out and see how both gm's and plyers feel about such a ban.
vip00 wrote:
If banished how is a summoner gonna get his eidolon back without either becoming a sitting duck for a minute or have it be totally shut down by a circle of protection spell? from d20pfsrd
Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic. If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage.
For reference, from the d20pfsrd. Sneak Attack:
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Surprise Round:
Surprise
When a combat starts, if you are not aware of your opponents and they are aware of you, you're surprised. Determining Awareness Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware. Determining awareness may call for Perception checks or other checks. The Surprise Round If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs. Unaware Combatants Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC. Flat-footed:
Flat-Footed
A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Manuever Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability. Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat. Invisibility:
Invisibility
The ability to move about unseen is not foolproof. While they can't be seen, invisible creatures can be heard, smelled, or felt. Invisibility makes a creature undetectable by vision, including darkvision. Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger's favored enemy and from sneak attacks. A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity. Invisible creature is... Perception DC Modifier
If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location. If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment(and thus a 50% miss chance). A particularly large and slow invisible creature might get a smaller miss chance. If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy's not there, roll the miss chance as if it were there and tell him that the character has missed, regardless of the result. That way the player doesn't know whether the attack missed because the enemy's not there or because you successfully rolled the miss chance. If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away). Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location. An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment. A creature with the scent ability can detect an invisible creature as it would a visible one. A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.) A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility. An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it. Ethereal creatures are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don't help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don't help creatures find or attack invisible, incorporeal creatures, but Perception checks can help. Invisible creatures cannot use gaze attacks. Invisibility does not thwart divination spells. Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible. Stealth:
Stealth (Dex; Armor Check Penalty)
You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.
A creature larger or smaller than Medium takes a size bonus or penalty on Stealth checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16. If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.
Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you. Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action. Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.
Perception:
Perception (Wis)
Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell. Detail Perception DC Hear the sound of battle –10 Notice the stench of rotting garbage –10 Detect the smell of smoke 0 Hear the details of a conversation 0 Notice a visible creature 0 Determine if food is spoiled 5 Hear the sound of a creature walking 10 Hear the details of a whispered conversation 15 Find the average concealed door 15 Hear the sound of a key being turned in a lock 20 Find the average secret door 20 Hear a bow being drawn 25 Sense a burrowing creature underneath you 25 Notice a pickpocket Opposed by Sleight of Hand Notice a creature using Stealth Opposed by Stealth Find a hidden trap Varies by trap Identify the powers of a potion through taste 15 + the potion's caster level Perception Modifiers DC Modifier Distance to the source, object, or creature +1/10 feet Through a closed door +5 Through a wall +10/foot of thickness Favorable conditions1 –2 Unfavorable conditions1 +2 Terrible conditions2 +5 Creature making the check is distracted +5 Creature making the check is asleep +10 Creature or object is invisible +20 1 Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might increase the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might reduce a DC involving hearing, while competing odors might penalize any DC involving scent. 2 As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent. Check: Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you. Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines. Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action. Try Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still present. Special: Elves, half-elves, gnomes, and halflings receive a +2 racial bonus on Perception checks. Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent. Creatures with the tremorsense special quality have a +8 bonus on Perception checks against creatures touching the ground and automatically make any such checks within their range. A spellcaster with a hawk or owl familiar gains a +3 bonus on Perception checks. If you have the Alertness feat, you get a +2 bonus on Perception (and Sense Motive) checks. I think that covers all the bases for the discussion. For the record my table rules that once combat has begun a rogue can snipe, flank, have invis, and others on a case by case basis. The big reason for us on not allowing stealth melee in combat comes down to it's almost impossible for a rogue to approach an enemy in combat while maintaining cover or concealment. Once in a blue moon someone can manage to do this and that's when the case by case rulings come out.
I'm getting ready for my Sunday game so I can't stat up a full build but I did want to throw out a frame of an idea. Halfling rogue with Swift as Shadows and Stealthy Sniper. Throw in Sniper Goggles to make sneak attack from any range. Bleeding Attack to keep the pressure up since you'll only be making one attack per round. At 14 you'll be doing 7d6 sneak with 7 points of bleed. Attack from 240 feet away, putting you outside detect spells and true seeing and granting a +24 to your stealth check* for a -1 attack. A couple spells to think about to have on scrolls or wands:
I've seen debates on how Swift of Shadows and Stealthy Sniper interact. My table plays as if they stack. If yours doesn't replace halfling with goblin. *Edit: I now it's actually a -24 to the opponents perception check but I interchange them since it yields the same result.
therealthom wrote:
According to the Paizo FAQ you do count as your own ally. http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy88yj/faq #v5748eaic9nda
Damon Griffin wrote:
If you ever have PC's setting of traps for free XP then just make traps that aren't "free". Once you've killed a few of them off with deadly traps you'll see them take traps seriously.
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