Obherak

Jaxtor's page

48 posts. No reviews. No lists. No wishlists.


RSS


Thanks for the advice!


Ok so I know my build isn't optimized but it is what it is. What I need is some feat ideas for my character. I'm not really sure where to go with him at this point.

Character:

Race: Dwarf

Class: Unchained Rogue 2/ Wizard 3 (divination foresight) / Arcane Trickster 1

str: 9
dex: 20
Con: 12
Int: 18
Wis: 12
Cha: 6

Feats: Accomplished sneak attacker, Arcane Armor Training, Exotic weapon pro (Elven branch spear).

rogue Talents: Surprise attacks

I'll be lvl7 soon and I'm not sure what to take next. My role is scout, buff wizard and trap monkey. ATM I only do 2d6 sneak attack damage but at lvl7 I'll do 3d6. I usually get a surprise round on enemies and when they get one on me I still get to go and even if I loose initiative ( I have a +8 initiative atm) then surprise attacks talent lets me deal sneak attack damage anyways usually via acid splash cantrip. Anyways I'm rambling. Should I just go ray specialist with my feats? I'm also considering picking up craft wondrous items but we are doing a module and after book 2 or 3 pathfinder modules don't always give you much down time. Thanks in advance!


Ok so I know my build isn't optimized but it is what it is. What I need is some feat ideas for my character. I'm not really sure where to go with him at this point.

Character:

Race: Dwarf

Class: Unchained Rogue 2/ Wizard 3 (divination foresight) / Arcane Trickster 1

str: 9
dex: 20
Con: 12
Int: 18
Wis: 12
Cha: 6

Feats: Accomplished sneak attacker, Arcane Armor Training, Exotic weapon pro (Elven branch spear).

rogue Talents: Surprise attacks

I'll be lvl7 soon and I'm not sure what to take next. My role is scout, buff wizard and trap monkey. ATM I only do 2d6 sneak attack damage but at lvl7 I'll do 3d6. I usually get a surprise round on enemies and when they get one on me I still get to go and even if I loose initiative ( I have a +8 initiative atm) then surprise attacks talent lets me deal sneak attack damage anyways usually via acid splash cantrip. Anyways I'm rambling. Should I just go ray specialist with my feats? I'm also considering picking up craft wondrous items but we are doing a module and after book 2 or 3 pathfinder modules don't always give you much down time. Thanks in advance!


Ok so I know my build isn't optimized but it is what it is. What I need is some feat ideas for my character. I'm not really sure where to go with him at this point.

Character:

Race: Dwarf

Class: Unchained Rogue 2/ Wizard 3 (divination foresight) / Arcane Trickster 1

str: 9
dex: 20
Con: 12
Int: 18
Wis: 12
Cha: 6

Feats: Accomplished sneak attacker, Arcane Armor Training, Exotic weapon pro (Elven branch spear).

rogue Talents: Surprise attacks

I'll be lvl7 soon and I'm not sure what to take next. My role is scout, buff wizard and trap monkey. ATM I only do 2d6 sneak attack damage but at lvl7 I'll do 3d6. I usually get a surprise round on enemies and when they get one on me I still get to go and even if I loose initiative ( I have a +8 initiative atm) then surprise attacks talent lets me deal sneak attack damage anyways usually via acid splash cantrip. Anyways I'm rambling. Should I just go ray specialist with my feats? I'm also considering picking up craft wondrous items but we are doing a module and after book 2 or 3 pathfinder modules don't always give you much down time. Thanks in advance!


Ok so I know my build isn't optimized but it is what it is. What I need is some feat ideas for my character. I'm not really sure where to go with him at this point.

Character:

Race: Dwarf

Class: Unchained Rogue 2/ Wizard 3 (divination foresight) / Arcane Trickster 1

str: 9
dex: 20
Con: 12
Int: 18
Wis: 12
Cha: 6

Feats: Accomplished sneak attacker, Arcane Armor Training, Exotic weapon pro (Elven branch spear).

rogue Talents: Surprise attacks

I'll be lvl7 soon and I'm not sure what to take next. My role is scout, buff wizard and trap monkey. ATM I only do 2d6 sneak attack damage but at lvl7 I'll do 3d6. I usually get a surprise round on enemies and when they get one on me I still get to go and even if I loose initiative ( I have a +8 initiative atm) then surprise attacks talent lets me deal sneak attack damage anyways usually via acid splash cantrip. Anyways I'm rambling. Should I just go ray specialist with my feats? I'm also considering picking up craft wondrous items but we are doing a module and after book 2 or 3 pathfinder modules don't always give you much down time. Thanks in advance!


It's an exploit called Arcane Discovery and it is from the book "Pathfinder Player Companion: Arcane Anthology" that is what hero lab says anyways.


Ok so... This dude is crazy without trying very hard. I mean.. Lvl1 summoning monsters as a standard action and they last for minutes per level instead of seconds AND you use your special class pool to do it so it doesn't take up spell slots? YES PLEASE AND THANK YOU!

Anyways my questions come in with the ability "Balanced summoning". It's an arcane discovery that the arcanist can get via taking "arcane exploit" that lets them get an arcane discovery. I believe all of those names are correct. Anyways. Balanced summoning says that when you summon a creature you may also summon another creature of oposite alignment. Summon a celestial wolf and then get a fiendish hyena. That sort of thing.

Here is the link to the srd https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arc ane-discoveries-paizo/balanced-summoning/

Now I also know that when you use say a 3rd lvl summon monster to summon a monster from the 1st lvl list you get 1d4+1 of those monsters. With superior summoning that becomes 1d4+2. So lets say I summon 1d4+2 celestial eagles does that mean I also get that many other fiendish lvl1 creature of my choice?


Ok so here is the situation. One of my players has made a gunslinger. Musket Master is the archetype. He is lvl7 atm. One of his goals for this character is to create a better gun for him to use and introduce it into the world. He has asked me what would be the benefits of a lever action rifle.

For the life of me I can't think of anything useful that this gun would be able to do that his class and especially with his archetype can't do anyways.

If anyone has any ideas as to what would be a good special ability I'd appreciate the feed back. The best thing I've come up with is being able to make an attack of opportunity on someone that moves through his occupied area. But that doesn't seem right some how.


Thanks for the insight Taja and Dasrak!


So I'm making a Tengu Unchained rogue, Tiger trance, and scout archetype build so I can charge someone and get pounce and unload a bunch of attacks in a single round. Well don't ninjas kind of do this better? I mean they just go invisible and throw a ton of shurikens at someone and get Sneak attack on all of their attacks right? So is there a good reason to play this Tengu unchained rogue build instead of a ninja?


Thanks!


Ok so if you have scorching ray and you throw empower on the spell it now takes up a lvl4 spell slot instead of a lvl2. For the purposes of "Globe of Invulnerability, lesser" and it's ilk is empowered scorching ray considered a 4th level spell or a second level spell for getting through "Globe of Invulnerability, lesser"?


Makes the "Impromptu sneak attack" feature of the arcane trickster way more powerful doesn't it?


T = team mates
E = Enemies
R = Team mate with reach
Obviously T E T set up has the enemy flanked but lets assume you have a party member with a reach weapon and they position themselves like this.

RT E T

Does the reach party member still have the enemy flanked?


ATM I'm all about the arcane trickster as a blaster. If you want PURE damage then I'd go something like

Ninja 1 / Sorc 4 (Orc bloodline and blood line mutation havoc) / Arcane trickster 10.

This gives your sneak attack 1d6 (which applies to those silly ranged cantrips so you can do them all day long) and +2 dmg per dice rolled on your spells (AKA scorching ray 4d6+8 + sneak attack)

You WILL need the feat accomplished sneak attacker (+1d6 sneak attack) to get your sneak attack back up a bit and to qualify for for the 2d6 sneak attack pre req of Arcane trickster.

This is a lvl15 build if you go the lvl20 I'd put maybe 1 more level into ninja for evasion, ninja trick and ki pool. Evasion is the big pick up the other stuff is ok. Then the rest into sorc levels cause lvl9 spells. I'd probably end up with ninja 1 / Sorc 9/ Arcane trickster 10 my self.

Spells that you WILL WANT: Vanish (lvl2 ninja for the vanish ninja trick is nice for this early on but does get over shadowed by greater invisibility later), Sense Vitals, Scorching ray, Greater Invisibility, Hell fire ray.

Feat:Point blank shot, Precise shot (THIS IS A MUST),Accomplished Sneak attacker, weapon focus ray, empower spell, maximize spell.

Traits: Magical lineage (Scorching ray), Wayange Spellhunter (Scorching ray)

Example of what you will do at lvl5 for damage: Empowered Scorching ray 6d6+12 + 2d6 sneak attack +1 point blank shot (assuming you have vanish or other means of getting them flat footed) avg dmg is going to be 36 I believe and it will still be a lvl2 spell because of your traits.

Honorable mention. You COULD take cross blooded for the draconic bloodline to get the extra +1 dmg per dice rolled however I prefer the extra spell. If you were to go this route I'd grab the elemental blood line so that you can switch up your damage subtype.

Also the capstone of Arcane Trickster, being able to apply sneak attack damage on AOE spells is super nice especially combined with their abillity to just DO sneak attack damage.

Anyways that is just my 2 cents.


(Resubmitting with a fix in the action economy) Also I'm not 100% on how to determine my % to hit but unless I roll a 1 I hit so I'm just going with .95 as my to hit number

Halfling (For the +1 to hit small size bonus)
Ninja 2 / Cross Blooded Sorcerer 4 / Arcane Trickster 6

BaB: 6/1
Ranged Touch attack: +18 (This is with point blank shot on)

Items: Ioune Stone (Orange) +1 caster level, Rod of Quicken Metamagic Lesser /3x day, Belt of incredible dexterity +6.

Feats: Point Blank Shot, Precise Shot, (Ninja trick weapon training) Weapon Focus: Ray, Acomplished Sneak attacker (+1d6 sneak attack), Empower Spell, Maximize spell, Deadly Aim.

Traits: Wayang hunter, Magical lineage (Both for scorching ray) so scorching ray costs 2 less for metamagic adjustments.

Stats: Str: 8, Dex: 28 (+9), con: 10, Int: 10, Wis: 10, Char: 16 (+3)

Pre combat buff: Invisibility, Greater (11 rounds)
Round 1: Five foot step back, Empowered Maximized scorching ray: 3 rays dealing 6d6+18 dmg each + 5d6 sneak attack damage on each ray, followed by another Empowered Maximized Scorching ray with the quickened metamagic lesser rod

Using deadly aim -2 to hit = +16 to ranged touch attack (to hit avg should be .94)

6d6+18+4 deadly aim (Maximized) = 58 x 3 =174 +1 per ray from point blank shot = 177 + 5d6 sneak attack damage (avg 3 dmg) = +15 dmg per ray (+45) = 222 dmg on the first volley and 222 on the second.

I think the average damage I'll do a round ignoring crits is 222*.94 = 210.9 x 2 volleys = 421 dmg


Cavall wrote:
Jaxtor wrote:

I hope this is correctly done. Please note that I've never participated in one of these before so if I messed up let me know and I'll fix it.

Halfling (For the +1 to hit small size bonus)
Ninja 2 / Cross Blooded Sorcerer 4 / Arcane Trickster 6

BaB: 6/1
Ranged Touch attack: +18 (This is with point blank shot on)

Items: Ioune Stone (Orange) +1 caster level, Rod of Quicken Metamagic Lesser /3x day, Belt of incredible dexterity +6.

Feats: Point Blank Shot, Precise Shot, Weapon Focus: Ray, Acomplished Sneak attacker (+1d6 sneak attack), Empower Spell, Maximize spell.

Traits: Wayang hunter, Magical lineage (Both for scorching ray) so scorching ray costs 2 less for metamagic adjustments.

Stats: Str: 8, Dex: 28 (+9), con: 10, Int: 10, Wis: 10, Char: 16 (+3)

Pre combat buff: sense vitals (+3d6 sneak attack for 11 rounds)
Round 1: Five foot step back, Swift Action: Ninja trick vanish, Empowered Maximized scorching ray: 3 rays dealing 6d6+18 dmg each + 8d6 sneak attack damage on each ray, followed by another Empowered Maximized Scorching ray with the quickened metamagic lesser rod

6d6+18 (Maximized) = 54 x 3 =162 +1 per ray from point blank shot = 165 + 8d6 sneak attack damage (avg 3 dmg) = +24 dmg per ray (+72) = 237 dmg on the first volley and 237 on the second.

I think the average damage I'll do a round ignoring crits is 22515 x 2 = 450.3 dpr.

You've got a quickened spell and ninja trick as swift in same round.

I thought the quickened spell made it a free action but you are correct it is a swift action.


I hope this is correctly done. Please note that I've never participated in one of these before so if I messed up let me know and I'll fix it.

Halfling (For the +1 to hit small size bonus)
Ninja 2 / Cross Blooded Sorcerer 4 / Arcane Trickster 6

BaB: 6/1
Ranged Touch attack: +18 (This is with point blank shot on)

Items: Ioune Stone (Orange) +1 caster level, Rod of Quicken Metamagic Lesser /3x day, Belt of incredible dexterity +6.

Feats: Point Blank Shot, Precise Shot, Weapon Focus: Ray, Acomplished Sneak attacker (+1d6 sneak attack), Empower Spell, Maximize spell.

Traits: Wayang hunter, Magical lineage (Both for scorching ray) so scorching ray costs 2 less for metamagic adjustments.

Stats: Str: 8, Dex: 28 (+9), con: 10, Int: 10, Wis: 10, Char: 16 (+3)

Pre combat buff: sense vitals (+3d6 sneak attack for 11 rounds)
Round 1: Five foot step back, Swift Action: Ninja trick vanish, Empowered Maximized scorching ray: 3 rays dealing 6d6+18 dmg each + 8d6 sneak attack damage on each ray, followed by another Empowered Maximized Scorching ray with the quickened metamagic lesser rod

6d6+18 (Maximized) = 54 x 3 =162 +1 per ray from point blank shot = 165 + 8d6 sneak attack damage (avg 3 dmg) = +24 dmg per ray (+72) = 237 dmg on the first volley and 237 on the second.

I think the average damage I'll do a round ignoring crits is 22515 x 2 = 450.3 dpr.


Perhaps Unchained Monk (Scaled Fist) 2 / Magus (Eldritch Scion) 15 / paladin 2 / Cross Blooded Sorcerer 1 (Blue dragon, Orc blood lines and using blood mutation). You could wind up with a spell strike attack using Shocking grasp that would look something like 5d6+15 base, intensify metamagic to get it to 10d6+30, Empower it for 15d6+45 ontop of your unarmed strike. You get evasion, you get charisma to all your saves and to your AC. Also Charisma is your casting stat. There is more but those are the highlights.


Cool, thanks.


Ok so lets take the two handed fighter archetype and it's ability Over hand Chop.

"At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls."

Great, have a +5 from strength it becomes +10 awesome, fine. Now enters at level 6 Horn of the Criosphinx.

"Benefit(s): Whenever you make a successful charge attack while wielding a two-handed weapon in both hands, add two times your Strength bonus to the damage roll."

Does this mean that if I'm using Overhand chop and I charge that I get +20 damage on my attack?


Thanks!


Ok so Color spray. Most of us are familiar with this spells. Players love it, dms suddenly start making all the encounters out of blind creatures because it's a pain in their rear ends. Color spray at all HD intervals stuns a creature. Are stunned creatures considered helpless?


Ok so the pre req to Sly Draw is Qucik Draw and quick draw lets you draw a weapon as a free action instead of a move action and Sly Draw says

"Benefit: When you draw a light weapon, you may make a Sleight of Hand check instead of a Bluff check to feint in combat. Other feats and abilities that affect a feint still apply to your feint."

Now does that mean because I draw as a free action that feinting is a free action as well?


shalandar wrote:


"Not everything needs to be solved with wild shaping."

Blasphemy!


Well the reason for auditory hallucination was that any that fail the save are affected by the -1 to their future saves that they have to make. So when you cast a persistent slow spell on them they have to make the save twice with a -1 thus making it far more likely that they fail. So basically auditory hallucination is the set up spell to make them more likely to fail the slow spell.

That being said I made a same level human sorc that just has spell focus and greater spell focus transmutation but with about the same build above but higher charisma and figured out that it's better to make them save twice vs a dc 21 then a twice vs a dc 19 with a -1 on their saves.

So unfortanetly as cool as the halfling Jinx build looked it isn't very good I don't think.


Ok so I stumbled over this and I'd like the opinions of you fine people.

Halfling (jinx trait), Sorcerer (Arcane Bloodline), level 7

Stats: 7,14,13,12,11,20 (No gear atm)

Skills (no one cares)

Feats: Area Jinx, Persistent Spell, Jinxed Spell, Widen Spell, (Sorcerer blood line feat: Improved initiative.

Traits: Wayang spell Hunter and Magical Lineage (both for slow)

Ok so the plan is this.

Combat Turn 1/ Surprise round (if applicable): Cast Jinxed Auditory Halucination (lvl2 spell DC 16) on group of enemies to force them to make a will save and create a 10' burst that will cause the rest to take a -1 on future saving throws if they fail their save.

Turn 2/ or 1: Cast persistent slow spell (-2 adjustment due to traits) as a 3rd level spell so that any that do save have to roll again to save and -1 to their saving throw DC 18.

This seems very cool and as soon as I hit lvl8 I can throw jinxed on to the persisten slow spell to make it a lvl4 spell so that the dc goes from 18 to 19 I still have items to buy and other great things to do. Now with all of that information is this correctly executed math wise and rule wise? Also and this is the most important question, is it worth while? I normally don't debuff because it doesn't seem like a smart thing to do versus just buffing the party or playing a sorcerer that has +2dmg per damage die rolled. Any and all constructive criticism and advice welcome. :)


Heighten spell for keeping up with the Jones's.

Focused Spell (+2 dc for one of the targets).

If you were to be open to a halfling sorcerer (arcane blood line) there is the halfling jinx ability (-1 to saves) and the Jinxed Spell metamagic.

Persistent spell so if they save they reroll that save ( possibly the best one so far?)

Tenebrous spell for when casting in darkness or dim light for +1 cl and DC.

Echoing spell so you can use it more than once?

These are the Metamagic feats that I saw that seemed to be of most use. My personal favorite is the halfling sorcerer jinx combo.

As far as Arcanists go they can use their Arcane points(?) to boost spell DC. Anyways just some ideas.


I think what makes the sorcerer stand out over the other builds is their ability to nuke better than the other spell casting classes. Orc bloodline + mutated bloodline (I think that's correct) is +2 dmg per dice rolled on your spell. Using varisian tattoo and precocious spell casting talent gets you +2 caster level on a lvl1 spell (burning hands). You COULD throw cross blooded onto this and take draconic blood line for +3 dmg per dice rolled but I think the loss of spells known and the -2 will save is a trap.

Anyways at lvl 1 you're looking at a burning hands that deals 3d4+6 dmg 4 times a day. Taking Daze as a lvl0 spell means that you can be combat effective all day and save your huge burning hands for when it's required. (yes you need to be a human to make this work but I don't think that's a huge disadvantage). This is what makes the Sorc stand out between the other two in my opinion. They are THE boom stick. As they level up it just gets more silly, especially if you take a trait that reduces the metamagic costs by 1. Because when you get to lvl7 you take intensifed spell and suddenly you have a burning hands that deals 7d4+14 dmg and is still a lvl1 spell! Throw on empowered to make it a lvl3-1(cause trait) for a lvl2 burning hands spell that deals 10d4+20. One might say Oh but what about energy resistance? Fine take the second mutation that lets you reduce the ER of your target and continue crushing it.

Now that is just 1 spell. One spell that when it is all said and done you deal 15d4+30 dmg and it will only be a lvl2 spell. You will have other spells for utility and longer range damage when needed and of course you can still cast save or suck spells. Anyways just my 2 cents.


I know this is an old thread but I just wanted to throw my two bits in. If you're just going straight damage I think Cross blooded sorc using the Orc and Draconic (any fire) blood lines and the bloodline mutations for +3 dmg per dice. Using varisian tatoo and precocious spell caster you can have a burning hands at lvl1 that deals 3d4+9 dmg 5 times a day. Or if you want a more long term character drop the cross blooded and take only the orc blood line and have 3d4+6 dmg burning hands a second spell like windy escape ( a favorite of mine.)


Half orc Blood rager using the arcane blood line and running the primalist and spell eater archetypes. I'm lvl14 and when I rage I have 200 hp (17 ac or 15 while raging but pfft what ever) I get three spells cast on me when I rage, usually it's protection from arrows, displacement and a second level spell or lower of my choice. True strike, mirror image, enlarge person or spider climb are my go to spells. I deal 2d4+34 dmg, if I have my boots of haste activated I swing 4 times a round at +25/+25/+20/+15 to hit. saves are +20/+9+/11 or +25/+14/+16 vs spell because of super stitious. I can heal myself by eating spells, along with fast healing every round. I could keep going on but I don't need to. Yes it's 2 levels over lvl12 but honestly not a whole lot has changed in 2 levels.


K. I just wanted to make sure it worked that way. I know the mutations for sorcerer says "Sorcerer spell" but I was pretty sure the blood line stuff says "Spell cast". Thanks Goddity


Ok so if I'm reading this correctly a dip into 1 lvl of cross blooded sorc would give any spell you cast you blood line bonuses right? So if you took the bloodlines of Orc and Draconic (fire) and was a lvl13 druid / lvl1 sorc and cast a firestorm you would have a fire storm that dealt 13d6+26 dmg from a one level dip right?

Now if you have also just obtained the ability to use arcane wands right? This seems like a pretty good idea considering you are only giving up 1 lvl of druid.

Any thoughts on this?


Ok thanks for clearing that up! I was just confused because shocking grasp is multiplied on a critical.


Oh sorry. So spirited charge would make the spell do x2 damage then?


Ok so spirited charge gives lances x3 damage when you charge with them. As a magus if you use your spell strike ability to hit with shocking grasp on a charge will the damage from shocking grasp get the x3 damage as well? The reason I'm asking because I know the shocking grasp damage is multiplied on a critical hit.


Thanks! That is some awesome advice! I'll probably swap out human for half orc for some trait shenans with fate's favored and the racial option of sacred tattoo for +2 on all my saves.


Ok here is my build. I know that I want improved natural attack claws but once I get past that I'm not sure what to take. I guess Arcane strike and bloodied arcane strike.

Also this character is starting at lvl12 so that is why power attack and some of the other feats are being taken later.

Any ideas that would improve this build are welcome.

Name:
Race: Human
Class: Bloodrager (Abyssal,) 12
Archetypes: Rage Shaper, Primalist
HP: 97 = 13+9+9+9+9+9+9+9+9+9+12
Ac:
BAB: 12/7/2

Fort 10 = 8+2
Ref 5 = 4+1
Will 5 =4+1

Str: 15+2 racial+3lvls = 20 + rage of +8 + Enlarge person +2 = 30 str (+10 mod)
Dex: 13
Con: 14
Int: 10
Wis: 12
Cha: 13
Specials
Bloodline: Abyssal
Bloodline Power: Claws (1d8+1d6 fire damage and are magical),Demonic Bulk ,Acid/Cold/Fire Resistance 5 ,Abyssal Blood rage (+2 extra morale bonus to str while raging and -4 ac)
Greater Blood Rage: +6 str (+8 with abyssal blood rage) and +6 con
Uncanny Dodge
Bestial Aspect: Increase Natural attack damage by one step
Blood Casting
Eschew Materials
Furious Transformation
Bloodline feat: Power Attack,Cleave ,Toughness
Bloodline Spell: Ray of Enfeeblement, Bull's Strength
Damage Reduction 2/1

Feats
Human:
lvl 1:
lvl 3
lvl 5
Bloodline feat 6: Power Attack
lvl 7
lvl 9
Bloodline feat 9: Toughness
lvl 11
Bloodline feat 12: Cleave, Great Fortitude, Improved Bull Rush,Intimidating prowess???? I'm leaving towards Improved Bull rush.


Can anyone give me links or page numbers for these rules?


Ok so I've allowed a player of mine to play a rogue 3 / Cleric 3 / Arcane trickster 4.He is a cleric of Calistra(sp?) and has the domains of Trickery and Magic. As the DM I don't see a problem with it and so of course it is fine and works in game because I allowed it.

However a friend of mine out side of the group is disputing a couple of things and I'd like some clarification on the read as written part of the rules and to know if their are any FAQ's that would make this build not work.

Questions.

1) Are spell like abilities spells for all intents and purposes of meeting the qualifications of a prerequisite? AKA a rogue that takes the minor magic rogue talent to get mage hand. Does that mage hand as a spell like ability count as having the spell mage hand / being able to cast the spell mage hand for the arcane trickster PRC or do you actually have to have it on a spell list?

2) The Domain Magic and Trickery both give you 2nd level Arcane spells. Trickery gives Invisibility and the magic domain gives the spell Magic mouth. Both of those spells are 2nd level Arcane spells. The Arcane trickster class states that you MUST be able to cast at least one 2nd level arcane spell to be able to play this PRC. Do arcane spells from your divine domains count towards this?

3) If your Domain spell that is listed as an arcane spell is in fact an arcane spell do you suffer arcane spell failure when you attempt to cast it?


So just to go against the grain. The problem does not rest with the rogue class but generally how dnd is run. If your group is smashing down every door and killing everything and everyone is playing fully optimized characters then the rogue is going to be useless. But for well balanced campaigns where the DM rewards creative game play it isn't that hard to play a rogue and feel rewarded in doing so. The last rogue I played was a Neutral Evil human that was really a worshiper of some evil diety and was impersonating a priest (not a cleric) of Iomedae (spelling is wrong I know). I had a ton of fun doing it as well! The group needed to get into some bishops home so I had a special mass for said bishop. Not only did the place clear out but my character was able to steal most of the tithe with out being caught! Dnd shouldn't just be about who can hit the monster the hardest but in my humble yet accurate opinion it should have challenging social situations where stealth and guile can find a home. So in short there is nothing wrong with the rogue but rather look at how the game is being run for the problem.


Thank you for the clarification solitary.


Ok so oracles draw from the same spell list as clerics. Use summon monster to get an easy flank if you can't work it out with the party and divine favor to amp up your to hit and damage a bit. Also if you get spirtual weapon and summon monster out before you wade into battle yourself you can easily end up with a few extra attacks to throw around each round increasing your dpr. That is how I play my clerics anyways. Cheers and good gaming!


Ok so the hurling rage power states that the thing you throw does falling damage. If you hurl something like a star knife does it deal weapon damage as well?

Another point is that the item thrown gets your strength mod, if you throw it two handed does it get the strength mod like a two handed sword does?

It also states that power attack can be added to the attack. Does that mean it is a melee attack? If it isn't a melee attack can you use deadly aim? If it isn't a ranged attack can you use the halflings feat risky striker with it?

Also can one get sneak attack damage with the object thrown?

If you are using one hand to throw an object can you use two weapon fighting to throw two objects?


Ok so this is the ability.

Rune of Fangs: These jagged runes cover the mystic's face, giving him a bestial expression. While polymorphed or otherwise transformed into a form with natural attacks, the mystic gains an enhancement bonus on his attack and damage rolls equal to 1/2 his level with one natural attack, chosen when he assumes that form. Each time he selects this tattoo, he can choose one additional natural attack to apply the bonus to.

The question is where it says "The mystic gains an enhancement bonus on his attack and damage rolls equal to 1/2 his level with one natural attack." Is it just your tattooed mystic levels or is it your entire character level?

Thanks for your help. Cheers.


I like this idea and myself and a few people in my DnD group have been throwing around the concept. As one of the DM's my first point of interest is that you can not get the AC from two shields as they are both shield bonuses. However you might be able to portray the second shield as a cover bonus. Secondly if you are doing two weapon fighting you need one of the shields to be a light shield as it is two weapon fighting and we want the lowest to hit penalties that we can get. Now I understand you have the shield master feet but it says "Another weapon." My question is does "another weapon" mean a different weapon or just a second weapon your using? If it is just any other weapon than two large shields are golden.

Now I feel that the main problem with two weapon shield fighting is that you have a high dex requirement but you are doing melee and need str to hit and do damage as shields are not weapon fines-sable that causes a certain amount of concern.

I might suggest a ranged shield fighter build. Take two weapon fighting, take rapid shot and the other must have shield feats above. Now according to the shield bash description it doesn't say anything about it having to be a melee attack. Two weapon fighting and rapid shot with ricocheting or just returning shields, quick draw shields out of a bag of holding. this way you utilize that high dex more as you will use it to hit and to qualify for two weapon fighting. Throw in deadly aim for some extra damage to boot.

Other enchantments that are good to recieve and easy to get potions of. Bulls strength, cats grace, enlarge person (increase size increase shield size, bashing makes it act two sizes larger again) this will make the shield do 2d8 damage+str+enchantment+deadly aim. Also since the shields return to you at the end of your attack your ac doesn't suffer.


Anyone else had a problem with super huge kingdom saves? For instance my players economy is a +81 to their roll. Blehk that is just to easy! If you have had this problem with kingdom saves and found a good solution please let me know.


Ok so I understand how multiclassing works. However does taking a prestige class work the same way? If your sorc takes a lvl in dragon desciple does he no longer get the +1hp or sp per lvl?