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As a purely theoretical character build, can a Elf take both Spire Defender and Spell Dancer? I only ask because the Spire Defender still "has" the ability to ignore ASF, yada-yada if gained another way (e.g. 1 level of Fighter) and the Spell Dancer has Dance of Avoidance for Medium and Heavy. All the other replaced items have no conflicts. And the second part would be, would they thematically make sense if able to stack anyway? how quick and unarmored can a person really be? This definitely is RAI but maybe not worth it. Spire Defender Bonus Feats:
At 1st level, the spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn’t meet the prerequisites. The spire defender is not proficient in any kind of armor or shield. The spire defender does not have the magus’ ability to ignore arcane spell failure from armor; however, if the spire defender becomes proficient in light armor, he automatically gains the magus’s ability to ignore the arcane spell failure chance of light armor. If he becomes proficient in medium armor, at 7th level he ignores medium armor’s chance of arcane spell failure. If he becomes proficient in heavy armor, at 13th level he ignores heavy armor’s chance of arcane spell failure.
This replaces the magus’s normal armor proficiencies. Spell Dancer Dance of Avoidance (Su):
At 7th level, while wearing light armor or no armor, a spell dancer gains a +2 insight bonus to Armor Class.
This ability replaces the medium armor class feature. Spell Dancer Greater Dance of Avoidance (Su): At 13th level, while wearing light armor or no armor, a spell dancer's insight bonus to Armor Class increases to +4.
This ability replaces the heavy armor class feature.
Hello Community, I am asking advise on building a 38 point build that leverages Hex Strike. I have DM go ahead for Orc and Half-Orc. I don’t want Humans with Racial heritage and Prehensile hair doesn’t work for my DM thematically. I wanted to see what combinations of classes between Barbarian and Alchemist would stack to make this a fun play and deliver a solid Hex strike in melee. Likely this bloke will run with armor on (SU abilities should work), hexing or cackling and just doing the spell-casting through the armor (with ASF) or taking it off afterwards. Delivering the Hex Strike is going to be the boss sauce. Thanks everyone.
Let’s say I had a 4th level Bard that could Craft Wondrous Items, had the bard version 2nd level spell of Rage. And he wanted to make a Farquad Helm of Rage for his emo Ranger friend. So a standard version of this Helm would be 2nd level spell x 4th level Bard x 2000 gp / by (5 divided by charges per day) = price. Let’s go with 3 times a day and it would be 2 x 4 x 2000 x 3/5 = 9,600 gp The Duration of the Rage spell is concentration + 1 round/level (D). So since the item crafter had to stop concentrating to finish the item, I guess each activation would spit out 0 + 4 rounds of Rage. {More later} So if this same angry Bard made 7th level had the Magical Lineage trait (Rage) and Extend Metamagic available, could he make a Extended Rage Farquad Helm of Rage? And if so, what would be the price? Would he base it on a 2nd or 3rd level spell?
(As a complete aside, I am not sure if you are allowed to even Extend the Rage spell:) Extend Spell: Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Level Increase: +1 (an extended spell uses up a spell slot one level higher than the spell's actual level.)
I have a concept for a Barbarian that is 'tipping the cups' a bit, is likely Dwarven, and I would like to incorporate 2 levels of Alchemist (Ragechemist). Having both Morale and Alchemical bonuses stack is just skippy but dont want to black out every fight. Can any of these rage powers help add bonuses to the save? or does anyone know a Anti-Mutagen to deliver to my K.O. body? Rage Mutagen:
*At 2nd level, whenever a ragechemist creates a mutagen that improves his Strength, that mutagen’s bonus to Strength increases by +2 and penalizes the alchemist’s Intelligence score. Furthermore, while under the effects of this mutagen, whenever the alchemist takes damage, his rage grows, with detrimental effects. At the end of each turn that he takes hit point damage, the ragechemist must succeed at a Will saving throw (DC 15, or DC 20 if any of the damage came from a critical hit that turn) or take a –2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the mutagen ends and stack with themselves. If the penalty lowers the ragechemist’s Intelligence score to 0, the ragechemist is comatose until 1 hour after the mutagen expires. Since the Mutagen is Supernatural [su], I think things that help resist against [su] is appropriate: Superstition (Ex) Rage Power:
Benefit: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. Or the lunacy rage that happens from the mutagen easily qualifies by description as Mind-Effecting: Liquid Courage (Ex) Rage Power: Benefit: While raging, the barbarian increases her morale bonus on saving throws against mind-affecting effects by +1 for each alcoholic drink she consumes during her rage, to a maximum of +1 increase per four barbarian levels.
d20pfsrd wrote: A bard is proficient with ... light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. But if said bard dips a level of Fighter (or other class with Tower Shield proficiency) or even takes the feat Tower Shield Proficiency can he cast Bard spells while using a Tower shield without incurring the normal Arcane Spell Failure chance? It seems to say that using a shield does not incur ASF% and only his proficiency is called into question. I am planning on blending a Arcane Duelist anyway, and wanted to see if a level of fighter would benefit. Arcane duelists can cast their spells with Buckler/Light/Heavy shields anyway, right?
I have a Halfling that is fighter1/rogue 4 and his current sneak attack dice is 2d6. He has all the prerequisites for Halfling Opportunist. The levels stack for sneak attack damage, but it says Halfling Opportunist gains this additional dice at 2nd level, not 1st. After reading the description of Vivisectionist, it would seem the first level of Halfling Opportunist could stack with rogue 4 to bring the net S. A. damage to 3d6, just like a 5th level rogue. It definitely would stack at 6th but that is 2 levels without SA advancement. Suggestions? If I were to take a level of Vivisectionist it would stack it definitely work.
Hello, for my next build I wanted to combine the Hurler Barbarian Archtype because it adds 10' to range increments of all thrown weapons. This will stack nicely with Alchemist bombs and bring the range increments up from 20' to 30'. If I added the following feat would that increment change to 60' during a rage? Raging Hurler An opponent can do little to evade your wrathful pitching of weapons and objects. Prerequisite: Rage class feature, Throw Anything. Benefit: While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. Further, you can pick up an unattended object that you can use as a improvised weapon within your reach as part of the attack action to throw that item. Emphasis mine. This seems to read that it could apply to any weapon during a rage and since Alchemist Bombs count as weapons, I don't see any conflict here. But I wondered if this was implying doubling the 10' range of throws 2-handed weapons only.
I have a question about Wild Fighting. They way I read it, it would seem that during the Barbarian's attack routine, she never has negatives to hit or AC. It applies to attack rolls for Attacks of Opportunites and her AC during the opponent's attacks. Wild Fighting:
At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC. I am just having a hard time understanding "Until the beginning of her next turn". I appreciate the everyone's help
Hello, I was looking through the Monk and it's vast amount of Archtypes. I saw a thread on this board showing that Martial Artist/Sensei is a possible solution. Now the deal with Martial Artist is the removal of the Lawful restriction of the alignment, however I believe that the Sensei basically should have the alignment of Lawful, because it doesnt say the restriction is removed. What is the group opinion of this? Also stacking of Archtypes when the Sorcerer Empyreal or Sage is added as a crossblooded sorcerer, does the other portion of the crossblooded Primary casting stat also follow Wis (Empyreal) or Int (Sage)
Thanks for your insight.
Please help me with this question. My character was given a locket as a story element that glows with light with a command word. Presuming it can stay lit forever and lowered on a rope or thrown while lit etc, is this considered a ‘neck’ item? It is a locket on a necklace that has a command word to turn on/off. And lets say this character also gets a Amulet of Natural Armor +1, also a neck item. Can the amulet be worn to give the +1 to AC, and the lit locket placed over the head to shed light? Would one fail to function? Or can the locket shed light but not be commanded, as it is not the primary ‘neck’ item? Honestly a Ioun Torch for 75gp could replace the whole concept but I wanted to see what the community opinion was. Obviously the locket was given as a gift from her world traveling brother, so it has sentimental value.
I wanted to see if this was even possible, and this group of fellows seems to be very keen on this. Would this build allow a Cleric level 5 to cast Intensified fireballs that do 10d6+10? Cinders, the Gnome Pyromaniac: Primal (fire) Sorcerer 2 / Cleric of Brigh Theologian (fire) 5 Magical Knack Trait: [Cleric] gain +2 trait bonus to Caster Level as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Feats:
Primal Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your elemental bloodline’s energy type, that spell deals +1 point of damage per die rolled. At 5th level, the theologian chooses one domain spell. That spell becomes permanently modified with one of the following metamagic feats: … Intensified Spell [APG]…. This metamagic feat does not increase the level of the spell. Intensified spell: increase the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum
I wanted to clarify for my game, that you may use Virtue every round to gain 1 hp while taking damage from the Oracle Life Link question. Even if taking them in only 1 round actions to prevent concentration checks. It would seem they should work together but I forsee hearing "Cheese Factor nearing Maximum, Captain!" Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage...
I have a cleric that will be going Holy Vindicator. She already has the Healing domain Healers Blessing. Does the class ability of Holy Vindicator stack? And if so, would it be +50% doubled, +100% or just +75% like multipliers that stack? Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat. Faith Healing (Su): At 3rd level, any cure wounds spells a vindicator casts on himself are automatically empowered as if by the Empower Spell feat, except they do not use higher spell level slots or an increased casting time. If the vindicator targets himself with a cure spell that affects multiple creatures, this ability only applies to himself. At 8th level, these healing spells are maximized rather than empowered.
I was thinking of how to send a player deep, deep, deep into trouble and still have my Oracle's Life Link function. I will post part of it here: Life Link (Su): As a standard action, you may create a bond between yourself and another creature. ... You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action. This oracle took a level of multiclass wizard with a familiar. Because of Empathetic link, If the bonded creature carried my familiar, would the distance between me and the other creature never exceed medium range? The Bonded player is never more than 1' away from 'you' Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Just trying to send a scout into a situation and assure the Oracle can heal them. Any other longer than medium range thoughts?
I have a character that has a high Charisma, and as part of his background was a Cleric (with Channel Energy) and became a Oracle of Life with the Channel Energy mystery. The Holy Vindicator has Channel Energy (Su): The vindicator’s class level stacks with levels in any other class that grants the channel energy ability. Would this increase the Channel Energy ability of both the Cleric and the Oracle? I understand the Spells per day states +1 level of divine spellcasting class and has to be chosen for a single class, however this may turn a Holy Vindicator into a channeling floodgate of power. Thoughts?
Hello - This is my first post and was looking at 2 specific powers, if used together, will virtually give spellcasters the ability to cast without drawing an AoO. Life School [Associated School: Necromancy] has the Healing Grace Power(Su) which states: Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell... Oracle with Life Mystery has Safe Curing(Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting. So in essence, if I cast Fireball and choose one of the soon-to-be burnt targets to heal 3 hp, I can cast this without drawing any AoO. Every spell, Arcane / Divine is scott-free to cast in melee. Correct me if I am wrong but this is how I read the combination. Please discuss this combination. I am interested to know what you think. Thanks. |
