Scott Wilhelm wrote:
i am sorry if i wasn't clear in my question i know the bonus stacks im trying to figure out the DR aspect, because Greater Magic Weapon Specifically says that enhancement bonus doesnt overcome DR (besides magic) as a permanent enhancement would. So I am trying to figure out if Sacred Weapon is treated the same way as the spell.
So I attempted looking this up but can't seem to find anything on this subject in either direction.
If a Warpriest is wielding a +2 weapon and uses sacred weapon to add +2 to the enhancement bonus. does this count as a +4 weapon and therefor overcomes Adamantine DR?
Thank you in advance for any responses.
So my friend just pointed out to me that Sorcerers take a full round action to cast using a metamagic rod while Wizards don't take that increase in casting time.
This doesn't make any sense to me mechanically.
I understand why with metamagic feats taken by the player the wizard gets the advantage in casting time because they have to decide at the start of the day they want that "maximized fireball", but why when using a rod of maximize does that make a difference. either class is spontaneously adding a metamagic feat to the spell they are using, so either all rods should cause the spell to be full round casting time, or both should get it as a standard action there is no logic for the discrepancy because the mechanics of how the metamagic is being added is exactly the same.
If someone could explain the difference and why it is this way i would appreciate it because honestly it makes no sense to me.
(Also if this is the wrong section I apologize)
Magus, Slayer, Ranger etc.
you need something with alot of skills so inquisitor is good too
maybe unchained rogue with some cha for UMD or using pragmatic activator so you can put the points in int i mean quite simply you arent going to fill all the rolls with two characters so you want something as versatile as possible
if you want summons and 9th level casting id recommend the occultist arcanist since they get standard action minute per level summons so they will be much more helpful to you in the long run.
i would definitely recommend something more midline/arcane caster.
is your DM giving you anything above standard to make up for only a 2 person party? NPCS higher stats mythic gestalt? etc?
why is courageous garbage now?
yes you can.
the only time you cant use more than 1 AoO on an opponent is if its the same action that is causing the AoO for example if a single move brings an opponent through more than 1 of your threatened squares.
in your example you are getting an AoO for him moving through a threatened square, and then a second for him attacking and you attempting to parry
and technically parry isn't even an official AoO it just costs you 1 use for the round when used
Swashbuckler can get pretty decent DPR i am level 6 playing one in my current game i am now doing 1d6+18 per hit +24 if i double precise strike damage 22 dex for 6 damage, 6 precise strike, 2 from weapon specialization, 2 from rapier training, and 2 from Greater Magic Weapon .
i am by far the biggest damage dealer in the party and definitely largest per hit damage
honestly i would show your DM the inspired blade 11th level ability that specifically calls out signature deed not being able to be taken with that ability that should be enough to show that it is RAI that signature deed works with swashbuckler
I agree with Hogey
If you have already established that players aren't going to get EXP at the same rate and their is potential for players to level at different times then (again as mentioned minus summons depending on which those were) the rest of the party gets full xp for the first 3 Vrocks and last 2 and give solo xp to the oracle for the 3 he killed himself
Gwen Smith wrote:
I hate that item so much. if it was permanent essentially you are paying more upfront for retraining capabilities and it would be worth it but that it changes back is dumb because you cant take the rest of the feat chain with that feat
You can't retrain to get them, your new choice when retraining must be valid for the level you did them the first time. You simply have to make priorities and take them one at a time. Shield master is obviusly the better one in there. Bashing finish is pretty good, Rend is OK, GTW is kinda meh but still worth it.
Thats not what it reads at all you need to qualify for the feat at the level you currently are not what you were when taking said feat.
thats why a barbarian/alchemist/rogue/slayer etc can take "improved init" at first level and retrain it to take extra "class feature" at second
Secret Wizard wrote:
I will restate my previous advice.
#1 this would still be human error because it wasnt clearly stated in this direction either
but why does it always have to be (not just you but all over the place on these forums) a huge case of "we can't have nice things" and the "human error" always is against the player not for
My argument on daring infiltrator is that they are replacing Charmed Life with a bonus to bluff a major downgrade IMO
but it mentions bonus feats at the levels you would normally get uses of charmed life
i think it was meant to give the player bonus feats at those levels in addition to the bonus to bluff in place of charmed life
As the title suggests I am currently playing a Sword and Board Fighter in one of my games we just hit level 6 and I was looking to plan out my feats for the rest of the game, and noticed 4 different feats all come online at level 11
Shield Master, Bashing Finish, Greater Two Weapon Fighting, and Two Weapon Rend
So how do you handle that? do you retrain earlier feats to get more of them at level 11? do you prioritize some over others?
Curious to hear others opinions so let me know
Thank you for the answers :)
Potion Glutton will work for my extracts, we actually just had this discussion with the accelerated drinker trait, and they are letting quick draw work for potions so i can draw and drink as a swift with that.
i need to get to power attack, but most likely will not end up with furious focus my attack will be high enough with this combination as is
which totem if any is really the hard decision for me, and i want to stay away from superstition, as we do have an npc buff wizard in the party, and i think my saves will be high enough without it (right now at second level im at 8,8,3 before rageing)
I agree with you about taking extra discoveries it does seem better to just wait. since there arent enough of them to really make it worth it
i think for now im between infusion, preserve organs, and vestigial arm
and may take accurate stance from unchained as my rage power
Just started a new campaign and we reached level 2 in our first session
Party is currently 4-6 Players, and 2 NPCs
So my question is with this party makeup with any non 3rd party content allowed what do i take as my 2nd level rage power and Discovery?
and in general what is the "right time" to take certain powers/discoveries?
also I am two handing my weapon should i be using my feats on extra rage powers/discoveries? or are their better uses?
they also get better armor, and the ability to move freely in medium armor. and the vmc opens them up for gloves of dueling so +4 to attack and Damage
also i don't see how the wizard one is that great it doesnt actually grant spell casting ability