Khalib

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Thanks all these ideas helped me to come up with something. :)


Warpriest Str 16 Wis 18 Dex 12 Con 17 Int 10


Im using a Scimitar + Heavy Shield.

Should I stack up more AC with Armor Focus and Shield Focus?
Are there any feats to help fighting like this?


Thanks everyone for the nice ideas. So I can finish my build. :)


CBDunkerson wrote:
nicholas storm wrote:
Battle host gun still blows up with 2 misfires. I think you are better off with quick clear deed.

Spellslingers are Wizards... they can use the Mending cantrip instead of Quick Clear. Both are a Standard action, but Quick Clear can be sped up to a Move action by spending 1 panache or Mending can be quickened. The other benefit of Mending is that it can repair a misfire, backlash, or any other source of the broken condition. Quick Clear only helps with misfires.

Karse wrote:

Then I got a little doubt about Early Firearms.

One handed are Standard Action then it says a Full Round action to load each barrel of a two handed firearms. So means you could load them all with a full round or that you would need one full round for each barrel?

A double barrelled two handed early firearm would require a full round action for each barrell... so two full rounds to completely reload. Note that a one-handed early firearm is similarly a standard action for each barrell... so TWO standard actions to completely reload.

Thanks for info on reload.

Yeah Spellslinger dont have cantrips except for Detect and Read Magic as Lv 1 spells but with the single level of Battle Host you can take Mending with Transmutation implement.


Karse wrote:

Theres just one thing that had been going over my head and it is if its worth getting the 3 Levels on fighter? for the Dex dmg that might be around +5-6 more dmg?

Because after all even if I reach +16 base attack bonus to have 4 attacks... I still will be able to shoot once right?

1. because if I cast a spell through the gun that would be a standard action.

2. cuz even with Rapid Reload (Shotgun) I can only reduce the reload to a move action, so I would be able to reload fast to do iterative attacks.

So should I just drop the 3 fighter levels for more Wizard? +3 Caster Level (so more dmg with spells and more slots) and will reach Level 9 spells and CL 18.

Nevermind! I answered my own question. It's a move action to load any adv firearms and the Rapid Reload will make it a free action. Sweet.

Then I got a little doubt about Early Firearms.

One handed are Standard Action then it says a Full Round action to load each barrel of a two handed firearms. So means you could load them all with a full round or that you would need one full round for each barrel?


Captain Battletoad wrote:
Karse wrote:
Captain Battletoad wrote:
Build
Vital Strike Works as long as you dont use Scatter.

Since you'll be using scatter less than half of the time outside of the early game, that's perfectly acceptable.

Quote:
Bane is not among teh abilities you can enhance the weapon with.
You get Bane from the Legacy Weapon ability that you get from the Transmutation school as a Battle Host.

Excellent, Legacy Weapon does the trick plus I can add something else with Spellslinger Ability.


Captain Battletoad wrote:
Karse wrote:

Illusion, Transmutation, Divination, Enchantment.

It seems most Ray, Cones and lines and range touch spells are from Evocation then Necromacy and Conjuration. But if I can use armors and such I might as well swap Transmutation for Abjuration.

That's a good pick, since conjuration will be essential for your early levels (Abundant Ammunition will be the GOAT spell for you for a while, as advanced firearms are VERY expensive to use). What point-buy are you using?

I changed Schools. As you said most Necro spells are higher levels and single target and there arent many.

Transmutation seems too good to let it go. Evocation have noce spells specially AoE ones. Illusion would be my defensive spells.

So Oppose Schools should be Divination, Abjuration, Necromancy, Enchantment.


Theres just one thing that had been going over my head and it is if its worth getting the 3 Levels on fighter? for the Dex dmg that might be around +5-6 more dmg?

Because after all even if I reach +16 base attack bonus to have 4 attacks... I still will be able to shoot once right?

1. because if I cast a spell through the gun that would be a standard action.

2. cuz even with Rapid Reload (Shotgun) I can only reduce the reload to a move action, so I would be able to reload fast to do iterative attacks.

So should I just drop the 3 fighter levels for more Wizard? +3 Caster Level (so more dmg with spells and more slots) and will reach Level 9 spells and CL 18.


Captain Battletoad wrote:

Ok, so after toying around with it for a bit, I came up with the following build to level 9:

15-point buy stats:
STR - 7
DEX - 16
CON - 11
INT - 16
WIS - 12
CHA - 7

After adjusting for the Android racials and other bonuses you'll be getting by level 9 (class features, level 4/8/12/16/20 stat bonuses, etc.) your stats will look like this:
STR - 7
DEX - 20
CON - 12
INT - 19
WIS - 12
CHA - 5

Class levels:
Battle Host (Transmutation school) 1/Spellslinger 5/Trench Fighter and Eldritch Guardian 3

Feats:
With our 3 fighter levels and 5 wizard levels, we should have a total of 8 feats (wizard gets a bonus at 4, and fighter gets bonuses at 1 and 2) to spend (keeping in mind that the two fighter bonus feats have to be combat feats) and for the level breakdowns, I'm assuming a progression of Battle Host 1/Spellslinger 5/Trench Fighter and Eldritch Guardian 3.

Level 1 - Point-Blank Shot
Level 3 - Precise Shot
Level 5 - Deadly Aim
Level 5 - Rapid Reload (taking this earlier might be good at the expense of taking Precise Shot later
Level 7 - Focused Spell (this would be a good level for taking your metamagic or crafting feat of choice, so it's up to you)
Level 7 - Arcane Strike
Level 8 - Dodge
Level 9 - Mobility (Riving Strike or Amateur Gunslinger would also be decent)
At level 11 (or 10 if you take another level in Fighter) you'll definitely want to pick up Vital Strike regardless of further class choices, since it's compatible with the Double-Barrel Shotgun's double shot ability.

So disregarding gear (except for your masterwork double-barrel shotgun which you get for free from Battle Host), spell choices, etc. and going only off of what I written here, you should have the following:
:1 Masterwork Double-Barrel Shotgun
:A familiar
:Strong saves across the board
:A ranged touch attack roll of 11 normally, or 7 when using double shot, or 12 and 8 respectively when within 30 feet
:+8 to damage from Arcane Strike, DEX, and Point-Blank Shot
:The ability to add a +1 enhancement...

Vital Strike Works as long as you dont use Scatter.

Bane is not among teh abilities you can enhance the weapon with.


Captain Battletoad wrote:
Karse wrote:

Illusion, Transmutation, Divination, Enchantment.

It seems most Ray, Cones and lines and range touch spells are from Evocation then Necromacy and Conjuration. But if I can use armors and such I might as well swap Transmutation for Abjuration.

That's a good pick, since conjuration will be essential for your early levels (Abundant Ammunition will be the GOAT spell for you for a while, as advanced firearms are VERY expensive to use). What point-buy are you using?

25 Stats buy points


Illusion, Transmutation, Divination, Enchantment.

It seems most Ray, Cones and lines and range touch spells are from Evocation then Necromacy and Conjuration. But if I can use armors and such I might as well swap Transmutation for Abjuration.


Can I get a link to the Guide?


Thanks. That's awesome. It was the reason I didn't choose it. But now I can!.


Deadly Aim? I thought last sentence of that feat says it doesn't work for touch attacks. So it wouldn't work for Guns.


Are there feats to lower an armor Arcane Spell Failure?


Damn Battle Host seems like a nice idea.


So Far I had come with this:

Wiz (Spellslinger) 5 / Gunslinger 1 / Eld Knight 10

Eldritch Knight Spells Arcane Lv3 and all martial weapons which the 1 Level in Gunslinger gives plus, Grit, +1 bab and some extra saves.

My Stats Str 10 Dex 18 Con 14 Int 19 Wis 14 Cha 6 (Android Lv10)

Weapon of Choice: Double Barrel Shotgun

Feats that I got:

Gunsmithing
Point Blankshot
Precise Shot
Rapid Reload (Shotgun)
Weapon Focus (Shotgun)
Reckless Aim
Reach Spell
Craft Arms and Armor

Anything I should add or change?
Arcane Blast perhaps?


Combat Patrol YES. I think thats the last thing I needed for the build ^^ Thank you.


Wow yeah that is interesting. Because Staggering only allows one standard or move action but not both. Normally someone will still be able to charge with a standard action but up to his speed while being staggered but since he would be exhausted too then that prevents him from run or charge. So i guess your opponent would be screwed. XD


SmiloDan : Is there a way to get enlarge with just a single bloodrager level? I mean Abyssal have an ability like that but its Level 4.


Awesome. Thank you all.


The Critical Feats such as Tiring and Exhausting do not have a duration. So how much it suppose to last?


Yeah should be fun. Maybe also considering Nimble Moves feats.


Also considering Critical Focus, Disruptive and Spell Breaker but not sure how useful these could get to be.


Iron Will yeah seems nice. Pushing Assault too. No Cha at ALL.
Im intrigue about Enlarge person at Level 1 o.O;? But Thats a no because of the race type.

No teamwork feats unless I could get Solo maneuvers somehow.

Stand Still might work and Whirlwind Attack in a Long run maybe.


Level 10 Fighter and so far.

Exotic Fauchard
Weapon Focus
Weapon Specialization
Power Attack
Furious Focus
Combat Reflexes
Phalanx Formation
Lunge
Improved Critical

What else can I add to the list? Anything that comes to your midn that is useful from 11 to 20 Levels.


Steelfiredragon - ahh Angelic Aspect yeah we were talking about that one earlier.

UnArcaneElection - Those are some nice ideas. Still the characters is a Cleric hehe but Thanks.


haha not really really missing the point. But I thought I could make them better. I mean ... tiefling dont have tails.... so you can get one with a trait change then you can even develop it further with a feat Grasping Tail to even make it useful to pick up items as a swift action.


Yeah if you are a PLD that is perfect. Aspect is a wonderful spell but its personal. If you play a different class that have no access to such spells, then we gotta find something else.


Hmm Cant find Angelic Visage and yeah the item is nice but beats the purpose of making my own wings useful. But thanks anyway for all of you input. ^^ Maybe in the future tieflings will get something similar like Aasimars.


Well Levitate doesnt count. I wanna use the wings.


Yeah I guess it is a pity that they didn't make one like that for tieflings. :/ Aasimar can even get Metallic Wings.


I was wondering if there was a feat or trait or something that could make those Vestigal Wings strong to gain fly movement speed. Besides casting a fly spell XD. I mean I want to be able to use the wings.


James Jacobs wrote:
Karse wrote:

Hey Jacobs.

Do you use a point buy system for your games? How much?

Do you allow every class in the game in your campaign? Even Occult ones?

If you don't, Which classes you usually don't allow?

I generally use a 20 point buy when I do, but I kinda prefer rolling.

I don't allow summoners, generally, and often don't allow classes that aren't appropriate for the campaign I wanna run. I haven't read the occult classes yet and likely wouldn't allow them; they're too complicated and fiddly for my tastes, but I might relent if a player makes a good argument or the campaign is perfect for them.

Oh So the classes you allow vary from campaign to campaign gotcha.

Any reason why not summoner? Dont like the Unchained version either?

So you havent read the occult classes hmm. So you didn't participate in their design and playtesting? So I guess you dont have any opinion on those.


Hey Jacobs.

Do you use a point buy system for your games? How much?

Do you allow every class in the game in your campaign? Even Occult ones?

If you don't, Which classes you usually don't allow?


quibblemuch wrote:
Markov Spiked Chain wrote:
If someone closes on you (hopefully provoking) then you can shrink so you're still 5' away (out of reach), stab them and take a move action to leave without provoking, or take a full attack and still 5' farther away so they need to provoke again to get to you.

I've always played it that the Medium embiggened character provokes for deembiggening away from someone. Argued thusly:

INCREDIBLY FANCY DIAGRAM

12E
34

If the embiggened Medium character shrinks down to squares 1 or 3, (arguably and subject to variance) they pass through threatened squares 2 and 4. That would provoke from E.

Admittedly, this is an interpretation and the opposite (deembiggening from a threatened square to an unthreatened one is not movement that provokes) is also cromulent.

Yikes. Im not sure if that would provoke an attack of opportunity but damn sounds a bit nasty if it were true or possible.


I guess it does matters when there are halls and doors 5 ft wide. WHich means a Large creature cant fit.


So there is nothing that determines where the player can land?

For Example

Lets say a Large creature takes up 4 squares which are numbers 1 to 4.

Diagram

12
34

So it turn Medium size. How do I know where to stand? on position 1, 2, 3 or 4? Or randomly? This is a bit messy when it done before a movement because the person could Shrink towards the direction that makes him closer to where he wants to move and then move his whole speed rate.


I think I had read somewhere in the rules about when creatures increase or decrease size in battle but cant find it, but I'm specifically searching for what determines which squares in the battlefield the creature will occupy when becoming smaller or larger. Because becoming small or large many times during a battle can be confusing to check in which square he/she should be. If anyone knows anything about this, please point me in the right direction.


On Difficult terrain each square counts as 10 ft movement, this prevent 5 foot steps so player will have just a single attack unless they didnt move at all.

The question will be if squares count as 10ft of movement then moving a single square would provoke an attack of opportunity? I mean because it would count as moving from a threat range.


Haha This one I had never thought about it. I would probably go with what Quest said but also you got to consider perhaps the game balance. Maybe Allowing such combinations might be something bad.


But an item giving twice the HP Bonus thats kinda odd. So it probably only rise HP and not temporary HPs. Synthesis its just quite a headache. This archetype shouldnt exist at all. XD Or have a lot more details because there are so many things out of the loop.


Remember that the Eidolon comes from another plane and he got his own HP before the Summoner call him. So those HP the Eidolon got are the ones that the summoner will gain as temporary HP once summoned, independently from what items the Summoner wear/got. The Eidolon got a fixed amount of HP unmodified by any item.


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

The Ultimate Magic got an FAQ on this:

Quote:


Summoner: Can a synthesist (page 80) use spells on himself that don't affect outsiders, even though he is treated as his own type or the outsider type, "whichever is worse"?

Yes, because the normal eidolon's share spells ability says "A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider)," and the synthesist archetype doesn't change that.

Note: This is a revision of an earlier question that used enlarge person as an example. FAQ pending about size-changing magic and a synthesist (because of the limitation of "the eidolon must be at least the same size as the synthesist" rule).

So I was wondering if the Rules Team ever made an FAQ about size-changing magic or is it still pending up to today? If not then.... Can we get the clarification on size-changing magic on the next FAQ update?


Bump


1 person marked this as FAQ candidate.

I know that you normally can not make attack of opportunities with a ranger weapon (lets say a Longbow), but can you make an attack of opportunity with a natural weapon instead?

The person is holding the bow with one hand while not retrieving an arrow to shoot in an opponent's turn. So will he be able to make attacks of opportunities (lets say with a slam attack)?


2 people marked this as FAQ candidate.

Metamagic Rods increase the casting time of spontaneous spell caster (of course except quicken spell).

So an spontaneous spellcaster need to use his own metamagic feats just like the Arcane Bloodline metamagic adept requires you to have/use a metamagic you know when use a Metamagic Rod + Spontaneous Metafocus?

To be more specific. Lets say a Sorcerer have Spontaneous Metafocus Fireball and he wants to cast fireball with an Empowered Metamagic Rod (Not using his feats just the rod).


Right. Thank you all.


ryric wrote:

I think I understand your quandry - you are slightly misreading the spell. You are taking the line: "If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead." out of context - you only check that after you apply the healing from the spell, not before.

So the spell works exactly as it should. You cast it on someone below -Con, and if it brings them back above -Con, they are now alive.

Hmm that makes sense. Still it is confusing, since it is not saying you heal him first before check if the target is still under his Con score. Anyhow Thanks for clarifying this.