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Thanks for all the input. In the end I went with straight Inspired Blade, specifically to keep Parry and Riposte. My GM runs a non-canonical and very magic items-stingy campaign, so we'll see what he grants. He's already told me my rapier will merely be MW. I'm keeping the stats, which he rolled for me and are very fair. No, generous. I'm suggesting to a buddy who plans to also run a halfling as my pc's cousin to take athe least 1 level of Mouser specifically for Underfoot Assault.


Oh, I almost forgot, the above build is a freehand 6/duelist 4.

As for the swashbuckler (mouser) build, I'd be interested to see what you come up with compared to this.


It's been a long time since I've been active on the forums, and my Internet and access to new gaming resources is still limited (old PF book and HeroLab with only the basic module), but I'm building a new character to replace an existing character, and I'd appreciate some help on the build. As usual for me, I'm willing to sacrifice mechanical optimization to fit the character concept. The character is a halfling duelist, sort of a cross between a musketeer and an antebellum southern gentleman, but in a no-gunpowder setting. He's being inserted at L10, here's what I have so far:
STR 13
DEX 22
CON 15
INT 18
WISH 11
CHA 18

Alternate racial traits: Low Blow; Underfoot
House Rule:My GM is allowing me to replace shield proficiency with Combat Expertise because it fits concept better.
Feats (including fighter bonus feats): improved critical (rapier); Mobility; Weapon Finesse; Weapon Focus (Rapier); Critical Focus; Dodge; Fencing Grace; Springs Attack; Underfoot.

Thoughts?


One last bump....


Aaaanyone?


Even the simplest of us can have moments of brilliance. Take me for example. I just a day or two ago had one of the better ideas I've ever had in all my years of gaming, but I need advice in the execution. Here's the skinny:

My best friend/GM is starting a new PBEM/PBC campaign in a quasi-czarist Russian setting (it's a third party published setting, one I don't know, so if you recognize it, please, no spoilers or metagaming). Due to the small size of our group, we're each playing two characters. I immediately hit on the idea of playing a Cossack (sorry, quasi-cossack). I didn't want a paladin or cavalier, for flavor reasons, so, being a long-time fan of rangers, I went with Horse Lord/Skirmisher. I was having a hard time coming up with a second character concept, when I ran across the Rough Rider fighter variant. I began wondering if it wouldn't make a better "Cossack" than the Horse Lord. That's when I had my Epiphany: that's my second character. I worked it out with my GM, and here are the particulars: twin brothers, one set of randomly rolled stats, arrayed any way for each. Level 1, Human only. Must be played with distinctive personalities and approach to combat. Canon only. I have access to a 2009 printing CR and the net via my phone, so please be patient. I would like to get advice on tweaking each PC, then moving this discussion to a different part of the boards to report on how the two flesh out as played side-by-side. Here's what I came up with:

Stat rolls: 18, 17, 16, 13, 11, 9

The brothers Rodenkov

Sergei
Human Horse Lord/Skirmisher Ranger
Favored Class: Ranger
STR 17
DEX 18
CON 16
INT 11
WIS 13
CHA (9+2) 11
Traits: Savanna Child (Handle Animal); ?
Level 1 Class: Ranger (+1 Hit Point)
Feats: Mounted Combat; Skill Focus: Ride
Skills:
Handle Animal
Knowledge Geography
Knowledge Nature
Perception
Ride
Stealth
Survival

(I'm considering making his INT 9 and his CHA 11+2=13. I know he can take Mounted Combat as a ranger fighting style bonus at L4, but given the concept I thought he should already have it. I plan to make him a slightly better horseman and his brother a better fighter, though neither will be a slouch at the other's forte.)

Nikolai
Human Rough Rider Fighter
Favored Class: Fighter
STR 18
DEX 17
CON 16
INT (9+2) 11
WIS 11
CHA 13
Traits: Veteran of battle; ?
Level 1: Fighter (+1 Hit Point)
Feats: Mounted Combat; Power Attack; Skill Focus: Ride
Skills:
Ride
Handle Animal
Intimidate

So, thoughts?


If it's what I recall trying before, it didn't suit me. I'm pretty happy with the system I'm using - granted, it's cobbled together from 3 different d20 games AND my own firearms system, but there's a reason for that, and to embrace any one of the parent games would run counter to that reason. All I'm really asking, I suppose, is for I.put on the difficulties for my new application of linguistics. It seems that obscure or extreme dialects should be harder to mimic than more common or familiar ones. Going back to the Cockney example, as an American, I can easily mimic a southern US accent, but a Cockney accent is a bit beyond my skills.


Bump


You know, the more I think about it, the more it bugs me that recognizing dialects falls entirely in the realm of the Knowledge: Geography skill. It really should also be within the purview of the Linguistics skill (as described), if not MORE so.


I totally missed the K:G check. Makes sense.

Regarding what you said about totally faking it being bluff vs. Disguise: I didn't address totally faking it. The idea was more along the lines of what happens when your disguise / fake identity includes posing as a specific ethnicity. Being able to actually sound cockney makes it easier to disguise yourself AS a Cockney, eg.

As for spotting the fake accent, a K:G roll opposing the Linguistics roll would make sense.


Before I get to the meat of my post, a preface: I've been gone from the forums here for a while due to financal/internet access issues, and my access is still limited. So if any of this has been covered or rendered moot in the last 6 months, my apologies. Also, while there is some PF application to this question, it does stem from a d20m campaign, so I won't be devastated if it gets moved.

I'm currently putting together a campaign with a buddy using a heavily modified version of d20 Modern. One of the biggest changes has been adopting the PF skills mechanics (1 point/rank, +3 for ranked class skills) and several PF skill conventions (Stealth, Perception, Linguistics ). It was, in fact, my frustration with certain limitations of the original d20m language mechanics that caused us to institute the PF mechanics. We've made it a class skill only if you take the academic, investigative, or religious starting occupations, or if you take the (highly modified) linguist smart talent. This obviously affects other uses of the skill but not languages spoken.

And now the part that is universal, a new application of the Linguistics skill, and a request for input: the application is the ability to recognize and mimic accents and dialects of a language you speak, and the input regards difficulty andmodifiers for things like the obscurity of the dialect. I was also thinking that in specific situations a GM could require a roll for this application of the skill and use the margin of success/failure as a modifier to a subsequent disguise skill roll.

Thoughts?


Actually, I think it's an awesome idea, if still in need of a little fleshing out. An interesting variation on the cargo cult would be a post-apocalyptic artifact cult, based on Clarke's Third Law.


Uninvited Ghost wrote:

Seems Bizzaro.

Power gameiest race? Human

Power gamiest class? Single Class Caster or Single Class Meleer.

No?

Yes is no. Just go with it.

Seriously, though, what Kae Yoss said. And then some. Humans are both the most optimizable and yet the most versatile race in the game. The mobility of the +2 ability, as opposed to the fixed modifiers of other races, means they are at the very least the sexcond best, and often THE best choice, for ANY class -- especially when you use dice rolls for CharGen. And that extra feat really can tip the balance.

As for multiclassing, the only real non-cheesy uses for it are if you are in a VERY roleplaying, out-of-combat-intensive game, and have a specific ocncept in mind, or if you are aiming at a prestige class. The real kicker is all those high level class-specific features, as well as the "+x per y levels" ones.

Combine the two, and single-class humans are already receiving a bonus just by the RAW. The penultimate example of this is arguably the Human Fighter, who is the most feat-rich character in the game.


KaeYoss wrote:

Instead of a detailed analysis, review, opinion, etc, I'll just say this:

You'd be halfway through describing this to me when I'd stand up, bid you farewell, and go away. I probably wouldn't even bother to argue about it. This is wrong on, well, every single level.

This. And I usually play humans.


Tom S 820 wrote:

If I build a defender type in this version of the game other that casting a confusion spell on target and then have Defender attack them there is no way to tie up opponent to attack one defender. Should this be ability or feat that ect that is in the game. There is no Goad or marking ability in this version of the game?

Am I wrong???

If so what is it?

Boasting Taunt? It's Barbarian-specific, and only works while raging, but still....


leo1925 wrote:
4)The falcata with improved critical goes to 17-20/x3. Which essentially means that (when compared to a keen scimitar) that you are lowering your chance to crit by 10% but you are upping your damage on a critical hit by 50%.

A Critical Focus tree fighter is shining not in how much extra damage he does, but in all the other nasty conditions he adds on to the crit -- bleeding, blinded, staggered.... You want to increase the odds of getting a critical, so that you're adding more and more of those conditions, or compounding one of them. That means a higher crit range x2 weapon is more desireable than a lower range/higher damage weapon. In addition, as has been pointed out, Rapiers and Scimitars are Martial, which frees up one more feat he can use somewhere else. One option is to put it into Weapon Finesse, make DEX his prime stat, drop the board, and go TWF with a rapier or scimitar and a Kukri in the offhand.


Kolokotroni wrote:
well the obvious answer is the rapier, or the scimitar, for one handed criting those are the way to go.

Duh, I feel stupid for forgetting those. Also don't forget my second edit re: the Anatomist trait.


Kolokotroni wrote:
I would also consider using a higher crit range weapon then the falcata. The x3 is nice, but if you are going to invest in crits its more important to be doing them more often, then it is to have the higher multiplier.

+1

EDIT: Falchion comes readily to mind, that way you don't have to burn a feat to be proficient.

EDIT 2: Also don't forget the Anatomist trait.


Holt wrote:
(Tank you 3 years of running West End Star Wars)

God, I miss that game.


xorial wrote:
MultiClassClown wrote:

OK, this one is REALLY old school, but...

I' m not gonna hit ya....Like hell I'm not!

You may use the bluff skill to feint when not in combat. If you succeed on your feint roll, in addition to the normal bonuses for succeeding at feint, you make an unarmed strike without incurring an Attack of Opportunity.

Got to love the Duke.

Thank you. I was feeling old because noone seemed to get it.


Unless the enemy has studied his Agrippa... which I have.

Prerequisite: Weapon Focus, Dazzling Display.
Benefit: When facing a single opponent who is also wielding a melee weapon, if you are wielding a weapon for which you have the Weapon Focus feat, you may engage your opponent in a dialogue discussing the various techingues and tactics employed for that weapon. Each round you do so, you and your opponent make opposed knowledge checks at the beginning of your turn. The Weapon Focus and Weapon Specialization feats each grant a +2 bonus to this check, and the bonuses stack. The winner of the check receives a +1 bonus which they may apply, for that round only, as a situational bonus to either their attack bonus or their AC. If either opponent wins the check by 5 or more, they may, on their turn, attempt to make a Dazzling Display as a Move Action.
Normal: Dazzling Display is a Full Round Action.


While I don't make any claims about the mechanics of survivability, if you can get your GM to ok you picking up an archetype at the later level, given the background you described, Divine Defender or Undead Scourge seem fitting.


The first objection that comes yto my mind is, "So? You still just stick your Face out in front and keep everyone else's mouths shut."


Anguish wrote:

fecal-matter-encrusted magical eggs to get any benefit. Pass.

Didn't grow up on a farm, didja?


1 person marked this as a favorite.
Ellington wrote:

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. This performance replaces suggestion.

A couple of questions:

1) Even though each word can only affect 1 creature, couldn't you have all of them target a single creature? That is, make a maximum 10 words strike against a single target? Or do all of them have to affect separate targets (please don't be the case!)?

2) Can this performance be maintained, or is it just a standard action, 1 round deal?

I really hope question 1) works as I hope it does, playing as a damage dealing bard sounds really appealing.

Why does Dune come readily to mind?


You HAVE to max out, and possibly even buff, your Perform: Oratory skill.


Kieviel wrote:


Maybe a T-Rex shaped helm that gives the rage power bite attack or improves it?

A little more info regarding the character concept/ build would help.

+1

Also, something that gives access to Intimidating glare/terrifying howl seems thematically appropriate.


Kierato wrote:
MultiClassClown wrote:
Hama wrote:
nicklas Læssøe wrote:

Why have u created the core of the earth? i mean paying billions and billions of gold to include it seems a bit to much, considering its just lava. So if you only include the first say 50 or 70 miles of bedrock, and the air, how much would that cost?

That "just lava" Is the reason we have atmosphere, because the mass of the entire earth gives it enough gravity to keep the air around it. Also, a hollow planet would be cold. Very cold. And mos probably a barren, frozen wasteland, with nothing to keep it warm on the inside.
Not to mention constantly bombarded by deeadly radiation, since there'd be no core to generate a magnetic field to keep it out.
There's nothing to generate the deadly radiation, either.

Touche'.


Hama wrote:
nicklas Læssøe wrote:

Why have u created the core of the earth? i mean paying billions and billions of gold to include it seems a bit to much, considering its just lava. So if you only include the first say 50 or 70 miles of bedrock, and the air, how much would that cost?

That "just lava" Is the reason we have atmosphere, because the mass of the entire earth gives it enough gravity to keep the air around it. Also, a hollow planet would be cold. Very cold. And mos probably a barren, frozen wasteland, with nothing to keep it warm on the inside.

Not to mention constantly bombarded by deeadly radiation, since there'd be no core to generate a magnetic field to keep it out.


Crimson Jester wrote:

Hello. My name is Inigo Montoya. You killed my father. Prepare to die. ~if you must be told hand in your geek card now

Benefit: Pick a Target, until combat is ended you gain a +2 revenge bonus on all attack rolls and all critical threats are automatically confirmed.

Stop saying that!


Blackerose wrote:
Then I guess you misses the 2nd part..where exotics are part flavor, part mechanics. The ability to get that damage from the siangham equals special training..someone without that training shouldn't be able to do it (and yes I know that the weapon still deals the same damage, just a -4 to hit). The flavor fact comes from the fact that your standard game is based loosely on europe..not to many sianghams running around dark ages europe.
Quote:

No, I got that part. What you missed is that that is EXACTLY my objection. Not every weapon in the list is "Part flavor, part mechanics" like the siangham -- and even those that are, are a mixed bag. Some are all mechanics, some are all flavor with no real mechanical advantages. But taking the siangham as an examplle, let me ask you this: If I took away its mechanical advantages, but kept the Asian flavor, is it still exotic? What if I keep the special abilities, but put it in an Asian setting -- still exotic? There's no rhyme or reason, no real pattern, to the EW list. And as many have pointed out, for those weapons on the list that are all flavor and provide no real mechanical advantages, why does that make them as worthy of costing a feat JUST for flavor as other weapons on the list which offer greater mechanical advantages? Heck, even some of the more advantageous EW's don't make sense when you can take a different feat and be able to do the same thing with ANY weapon.

As for the argument that flavor=good roleplaying, that's just poo. If that's the case, just take existing weapons and, as has been suggested, re-skin them. If it doesn't add any mechanical differences from the original, why not just call the dagger a butterfly knife, or a Bowie Knife (Actuall, my GM is letting me do that one)? By actually including such weapons in the game, but making them cost a feat, you're actually DISCOURAGING flavor and role-playing. Let's be honest: Even the most ROLE-oriented of us want to play characters who are heroic, and do what they do well. Most, if not all, characters who are thinking about weapon choices are going to be martial characters. Giving up one of your feats just to wield a specific weapon, unless that weapon is chock full o' whoopass, puts you at a distinct disadvantage as compared to a character who is identical in every other way except for weapon choice. If you're SO dedicated to flavor that you're willing to nerf your character so, that's cool (hell, I've been known to do that myself), but the game shouldn't FORCE you to make that choice. Most players are going to say "Pass", and that belies the whole "It's just good flavor/roleplaying" argument.


Blackerose wrote:

I thought a siangham was far shorter than a short spear..about a foot to a foot and a half, compared with 3-4 for a short spear. The reason they are exotic is their high damage for their size and weight, plus the flurry..

Long bow vs repeating xbow..Long bows are not "easy" to use..but a repeating crossbow would not be point and click..I always pictured the exotic component would be the mechanics of it..keeping it from jamming, loading it properly, etc. Thats why such things were never more then..well..exotic..in RL..they jammed constantly.
I guess for me Martial comes down to someone being able to use the weapon even if they were untrained fairly easily..where Exotics..due to weight, shape, balance, whatever would be almost unsuable without training. Flavor, yes..but a flavor I am happy with. While I agree that some of the weapon need tweakage, if they were all extra special high powered goodness, then people would just complain about power creep and everyone using x weapon. I don't mind the feat being used to negate the -4 plus flavor..only players that REALLY want that weapon, for it special ability or flavor will take it, keeping it exotic and flavorful.
If that don't work for you...houserule it for your game, instead of getting your blood pressure up.
Let the sarcastic comments begin...

This response right here illustrates perfectly for me what bothers me most about the EW classification. In your first paragraph, you justify making the siangham an exotic weapon for completely mechanical reasons -- it does more damage, flurries, etc. But then in the following paragraphs, you defend making them exotic purely for flavor.

So the list of Exotic Weapons is comprised of some weapons that are there for reasons of flavor, and their mechanical superiority or inferiority be damned, and some that are there for balance reasons due to their abilities, and the actual exoticness or commonality of their flavor be damned (I'm looking at you, Bastard Sword). And people change horses mid-stream, from flavor to balance, just to defend the status quo? Am I the only one struck by the lack of logic in that?


Detect Magic wrote:
Cartigan has made a very valid point: burning a feat should grant you some sort of mechanical advantage. That's what feats do. I understand that one might claim, "Exotic weapons are by definition different; you're spending the feat to be different." Still, I can't think of a single feat that doesn't offer some sort of mechanical advantage.

This. The big problem is that the category "Exotic Weapons" is a little too all-encomapssing, and includes both weapons that are more powerful than martial weapons, but were historically or setting-specifically actually pretty common, as well as weapons that are barely superior to martial counterparts (or equal to, or in some cases inferior to them), but are truly "exotic." The category blurs the line between flavor distinction and mechanics/balance issue. Anyone who doesn't believe that while some weapons are listed as exotic simply for flavor, others are there for balance, try suggesting a new weapon, and give it some abilities that make it do what an existing weapon does, only better. Someone will say it should therefore be exotic in 5,4,3,2,1...

Perhaps the answer is to separate the two from each other. The gimped/nerfed/unimpressive weapon that are "Different", still call them "Exotic" -- but proficiency with them requires only A) Spending a trait and/or B)Having Martial Weapons Proficiency and spending a/some skill point(s). The truly badass weapons, the ones that do things other weapons can't and pot the fear of the gods in NPC's... rename those "Prestige Weapons", and yes, proficiency with them requires a feat.


ciretose wrote:
harmor wrote:
Cheapy wrote:
Are you deadset (groan) on playing a necromancer? Sounds like your character is going to cause a party schism.
No, but I'd like to have the option for 'disposable' minions.

As a lark, one of our players played a "secret" good necromancer. The concept was he honestly believed that the undead got a bad rap, and believed that if he could show that some undead could be used to do good, people would come around.

He would dress up the various undead he created in elaborate disguises, give them names and say they were his co-horts.

Fun part was when he had to convince the party clerics not to heal them.

It was silly, but the player really invested time and effort into making the concept work.

I want to buy this player a beer.


OK, this one is REALLY old school, but...

I' m not gonna hit ya....Like hell I'm not!

You may use the bluff skill to feint when not in combat. If you succeed on your feint roll, in addition to the normal bonuses for succeeding at feint, you make an unarmed strike without incurring an Attack of Opportunity.


Also, in 3.5 there was a feat called Hold the Line which allowed AoO's vs. Charge.


Evil Lincoln wrote:
MultiClassClown wrote:
I like the towns and settlements idea. More material for post-level 20 play. Anything non-Golarion specific. I hadn't heard of Pathfinder or Paizo before PFRPG came out, and I don't play PFS or within the Golarion setting at all, so while I see your point about the impact of these big books, I also think their one biggest strength is their nigh universality. I understand that PFRPG game out in big part so that Paizo could continue their Golarion line of material with a game to support it, but you have to admit it has very rapidly evolved beyond that to be THE go-to gaming system for a lot of us who had been playing 3.x in other settings, both canonical and homebrewed.
I agree. I guess my point is that Non-Setting-Specific does not equate to player options.

Agreed. Just saying, if you ask what I want to see, for me, the answer is the more generic the better.


Evil Lincoln wrote:

I'll add one more question:

For those who feel as I do, what kind of books would you like to see instead?

I like the towns and settlements idea. More material for post-level 20 play. Anything non-Golarion specific. I hadn't heard of Pathfinder or Paizo before PFRPG came out, and I don't play PFS or within the Golarion setting at all, so while I see your point about the impact of these big books, I also think their one biggest strength is their nigh universality. I understand that PFRPG game out in big part so that Paizo could continue their Golarion line of material with a game to support it, but you have to admit it has very rapidly evolved beyond that to be THE go-to gaming system for a lot of us who had been playing 3.x in other settings, both canonical and homebrewed.


Cartigan wrote:

How about just using wagons? Hooking rail cars up to a dinosaur or something is immensely more expensive than just hooking a wagon up to the same creature.

This thread is not "What do you think about using animals to pull trains?" It's "I want animals to pull trains in my campaign world and want people to post they agree with me."

In NO practical way does using animals to pull rail cars make any sense. Even if you thought steam was too "Devil's magic!" for D&D, what about D&D magic instead? And if you don't want to do that, then you are wasting your time not using wagons.

I'm curious, based on your assertions, two things:

1) How do you explain the historical precedent of animal-drawn railways?

2) How do you justify the existence of modern real life railways, when you could just rely on trucks?


LazarX wrote:
Howie23 wrote:

If y'all wanna say that throwing builds are ineffective, that's a different issue. If you wanna say that reach is an advantage vs. throwing, that's a different issue. If you wanna say that at certain levels of play or vs. types of creatures that might be encountered at certain levels of play, that reach results in the rules-based limitations on thrown weapons limit their utility, that's a different issue. None of this is a statement about what the rules are.

OP misunderstood or misstated the rule. A weapon with 10 foot range has zero attack penalty when thrown from 10 feet.

What I'm saying is that you can't build a thrower with the same outlook as an archer.

Well, no, and you shouldn't be able to, since bows really DO have a HUGE mechanical advantage over thrown weapons. But from a flavor stanpoint, I see your point -- and agree, since I'm currently playing a character who relies on thrown weapons a lot. There COULD, and arguably SHOULD, be a niche for non-barbarian throwers. Their one advantage that is not exploited is they require less space.

In D20 Modern, the Gunslinger AC has a class feature called Close Combat Shot, which allows firing a small or medium firearm without incurring an AoO. What about making it a feat, reskinning it to apply to thrown weapons, make Point Blank Shot a prereq, and voila! A more effective short-range throwing character.


Oops. I should correct myself, it's 3 levels of Fighter, and 6 of Sorceror, not 2 and 6.


leo1925 wrote:


1)7/10 arcane archer level count for caster level.
2)don't mix apples and oranges, Enhance Arrows and arcane strike are doing two completely different things
3)arcane strike's damage bonus is untyped.

1) So with, say, 7 total levels of Sorceror, Arcane Strike wouldn't go up to +2 until AA Level 4?

2) I think I see your point -- Enhance Arrows makes the ARROW magical and gives it a +1 enhancement, whereas Arcane Strike applies to the WEAPON.
3) Is it? That's interesting, considering the Feat's description and effects. I wonder if that's an oversight.


Miryam wrote:

Arcane is good, but if you want other choices for the Arcane Archer, take a look at:

Destined for the extra protection
Fey, less for the powers, more for the spells and feats (Entangle + Archer!)
Boreal for the Cold Steel power
Stormborn has Thunderstaff and archery feats, and you can resist wind effects (although I don't know what that means for your arrows)

Both interesting ideas. Invisibility as a bonus spell makes staing with Arcane Bloodline tempting.

Regarding Arcane Strike: Do Arcane Archer levels count as caster levels for determining the bonus? And does it stack with the Arcan Archer's Enhance Arrows? It wouldn't seem that way, since both are Magic bonuses.


Tiny Coffee Golem wrote:
Froze_man wrote:

Funny idea out of this for a high magic setting:

In an area where a major trade route could be significantly shortened if you could have your wagons scale a large cliff instead of going around. A cunning entrepreneur has hired a mage to Stone Shape a number of very sturdy 10x10 outcroppings on the cliff side at 10' intervals horizontally and 30' intervals vertically. He then built 10'x10'x30' scaffolds with 15'x20' platforms resting on top of each ledge, attached to the cliff by vertical rails that run from the ledge to the top of the platform. His final bit of preparation was to commission a pair of unlimited use, use-activated magic items: Create Pit(caster level 10ish), and Feather Fall (Caster level high enough for colossal).

He then opens up shop, ferrying wagons up and down the cliff by casting Create Pit on each ledge, and Feather Fall on each platform in sequence. As the pit appears the platform gently lowers down into it along its rails, and and when the pit vanishes the platforms gently rise up level with the next one, creating a sort of waterless lock.

After the initial investment labour is cheap, since anyone can use the magic items, security is the main cost, and the gold flows in.

Its a cute idea and you could create a unique spell to accomplish it, however it will not work with create pit. The pit is extra dimensional. You'll create a featherfalling platform into a hole to another dimension.

Cast Gate at the bottom of each level, between the outside and inside of the pit.


Deadmanwalking wrote:
MultiClassClown wrote:


Funny, I'd already decided on Mirror Image, but I might wait and go with Arrow Eruption first, then pick up Mirror Image later.

Hmmm.... The Arcane Armor Training is a good idea, hadn't thought of that. I could wait till level 11 to take a metamagic feat, since it really doesn't do me much good until I've got some higher level slots to burn. As for WHICH metamagic feat, I'm VERY open to suggestions. Also, if I go with your Arcane Armor Training/Mithril chain shirt idea, do I completely forego having Mage Armor in my repertoir? If so, with what do I replace it? Vanish?

Probably. Bear in mind if you do this, that your AC will probably be somewhat better than someone going the Mage Armor route, but Arcane Strike (otherwise a great Feat choice) will be somewhat restricted (as it takes a Swift action), as will Quickened spells.

*shrug* If I do go that route, I can always just eat the 10% spell failure on turns when I want to use those other feats.


leo1925 wrote:

You might want to either want to re-think the bow arcane bond or tell your DM to make a small house rule.

Here is the problem:
When a non-arcane duelist bard has a two-handed arcane bond weapon, he can't cast spells very well because if you don't went to take the (somewhat) difficult concentration check, you can't make somatic componenets, and that's because having an arcane bonded weapon requires you to weild it and just hold it, and in order to weild a two-handed weapon you need both hands and ergo you can't make somatic components.
Arcane armor training might be worth it but i personally think that the best way to go is to buy a mithrill chain shirt and accept the 10% arcane spell failure.

Yes, I was already rethinking the arcane bond. What I'm trying to decide now is whether to go with a familiar, or change his bloodline altogether.


Deadmanwalking wrote:

Some reccomended spells I came up with for a similar build a while back. These leave aside direct damage spells you can add to arrows via Arcane Archer:

Me wrote:

Gravity Bow's an obvious one. I'd also grab Mage Armor, personally, since a Wand version won't last you all day. Expeditious Retreat is also cool (for mobility), as is Vanish (for escaping melee).

Glitterdust is of course, always nice, as are Blur and Mirror Image. Arrow Eruption is hilariously awesome.

Heroism is very good, as are Haste, and Displacement, and Fly. Flame Arrow is also very appropriate.

In terms of 4th levels, Greater Invisibility and Fire Shield are both excellent for preventing or punishing hand-to-hand fights.

You've already noted some of these, but you really need to think on armor: Would you rather get Arcane Armor Training, waste a Swift avction every turn you cast, and wear a Mithril Chain Shirt, or use one 1st level spell a day on Mage Armor? Because eventually you should be doing one or the other.

Funny, I'd already decided on Mirror Image, but I might wait and go with Arrow Eruption first, then pick up Mirror Image later.

Hmmm.... The Arcane Armor Training is a good idea, hadn't thought of that. I could wait till level 11 to take a metamagic feat, since it really doesn't do me much good until I've got some higher level slots to burn. As for WHICH metamagic feat, I'm VERY open to suggestions. Also, if I go with your Arcane Armor Training/Mithril chain shirt idea, do I completely forego having Mage Armor in my repertoir? If so, with what do I replace it? Vanish?


I'm thinking of creating an Arcane Archer build -- as a thought exercize for now, perhaps to play somewhere down the road. It's a PC that has always fascinated, but never fit any of thecharacter concepts I've played. So I got to fiddling around in HeroLab, and came up with the following build, which allows for AA at level 9. I know there are a couple of ways to get there by level 8, but they all involve fewer caster levels and more levels in fighter, and this build is designed with a specific casting level in mind:

Half-Elf
Level 1: Fighter, Archer build. Trick shot:Feint Bonus Feat:Point Blank Shot
Levels 2-8:
1 more level fighter Bonus Feat: Rapid Shot
6 levels sorceror, Arcane bloodline, Bonded Item: Longbow
Spells known: I don't often play arcane casters, so I'm not real good at choosing these, but for an Arcane Archer, these seemed obvious: Gravity Bow; Cat's Grace; Haste. Spells that seemed a good idea but not so obvious were: Expeditious retreat; invisibility; mage armor;protection from arrows
Feats: Manyshot; Deadly Aim; Precise Shot; Weapon Focus: Longbow.
Level 9: Arcane Archer
Feat: Quicken Spell

I went with more arcane levels than fighter levels to get to the Haste spell as... hastily (rim shot)... as possible. I picked Quicken Spell because it seems that not picking up at least one metamagic feat is underutilizing the bloodline features.

Am I doing it right? Any suggestions for minor tweaks? Other spells/future spells? Different metamagic feat?

Thanks in advance for input.


Miryam wrote:
Klebert L. Hall wrote:

Oh, I know they don't have to <i>sing</i>... I just can't imagine myself engaging in any kind of artistic performance in a battle. It isn't a problem with the class, it's a problem with my imagination.

-Kle.
Then dance with a sword or a whip. Beautiful and dangerous.

Stop! Warhammer time!


harmor wrote:


2) I intentionally only wanted it to go against LN, N, and CN, originally.

While I agree with the poster who said you should explain WHY this, if you go ahead with it, I'd point out that LN and CN are already hit by chaotic/axiomatic.

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