I have a ranged person in my party that currently does this. Precise Shot is a pretty important feat and positioning is important (to avoid the -4 for teammates providing soft cover to the enemy) for your build. Wes currently does slightly more damage than my archer.
OP = Original Poster
Claxon, you're totally right about monk being a wis based class. If someone is not planning on playing a wis based, non armor archer; taking levels in that class is much weaker than normal. If the OP wants to play a mounted archer (like my plan is for my game that starts later today), then either a) the OP needs to be a straight (or almost straight) class character like Inquisitor with the Chivalry Inquisition (thank you Claxon for showing me this one) or b) they need to take 4 levels of cavalier, get expert trainer and take the Horse Master feat (which works on all animal companions, not just horses). Having an animal companion at your level significantly improves versatility / options for an archer imho.
Medium and Small = 5 ft area (1x1x1 / 5 ft block) = 1Tiny = 2.5 ft area (2x2x2 / 5 ft block) = 8
john kilmer wrote:
Hello. I live near real life caves and I've gone spelunking. Most decent size caves have more than 1 entrance irl. If a dragon has lived there for multiple years, the dragon likely knows all the entrances.
Personally, I'm having trouble imagining the explosion required to cause a cave in big enough to block a 60 x 60 foot entrance. In terms of game rules, the spell is a cleric spell called stone shape at which you shape the stones on the roof of the cave to become no longer attached. Due to the size of the hole, (if I were the gm) I would require a high knowledge engineering check to go along with that spell to cause the correct size rocks and spaces from which the rocks come to cause a proper cave in.
This is pretty similar to taking multiple archetypes at the same time. If one of the archetypes says it changes a class feature, it changes the class feature regardless of what the other archetype says.
In this case, Arcane Bloodline does not say it changes your caster type. Psychic Bloodline does. Thus, your caster type as a whole changes to psychic casting. To answer your original question, no you no longer cast arcane spells.
Bookmark of Deception (1500g)
This bookmark alters the book that holds it so that it appears to be another book entirely, even upon a thorough reading. The apparent book is determined when the bookmark is crafted, and is usually an especially boring or commonplace book such as a legal or religious text. The bookmark also protects itself and the book with nondetection.
- My GM might be more evil than yours -
Notable Magical Items:
Cracked Ioun stone (dusty rose prism) (500g) - +1 competence bonus to initiative
Sandals of quick reaction (4,000g) (Can Act in Surprise Round Characters – can both move and attack in surprise round – only thing I know that can do this – if you like your group, get Horn of battle clarity)
Shifters Headband +2 (4,500g) - +2 to a mental stat and +1 CL to polymorph spells
Jingasa of the fortunate soldier (5,000g) - +1 luck bonus to ac, negate 1 critical hit or sneak attack per day
Deliquescent gloves (8,000g) - add 1d6 acid damage to attacks
Polymorphic pouch (5,000g) - bag of holding that does not merge with body when polymorphed / wild shaped into certain types of critters
Mount (spell) - best trap detection in game for wizards. It walks about 30 feet in front of you.
RD, I'm with Blakmane as to why? As someone who <3s to make wizard tanks, because they're awesome, I'll look into L7-12 (L = level) wizard builds that tank and blast as good if not better than fighters. Are you cool with multiclassing into a prestige class that gives a +arcane spellcaster level? Are you playing in a homebrew or PFS legal setting? *I f'ing hate 3rd party material and will not be using that*
How do you code the spoiler and the drop down list into a post?
(Feral Focus is a buff with an infinite duration that can be switched as a swift action, the options are : +2 dex, +2 str, +2 con, darkvision, scent, +4 perception, +4 swim/acrobatics (jump), +4 climb, evasion, +5 speed, +2 attack to aoos/+2 AC against aoos.)
In low money games I find it almost a necessity to pick up craft wondrous item. The first item to be made is a MW Artisan's Tool of Spellcraft +X enhancement bonus to Spellcraft (55g + X^2 x 50g in cost)
Excluding the vestigal arm debate, you cannot throw a bomb with one hand, then use quickdraw to move it over to a 2 handed weapon in the same turn. Some crossbows give the option to fire one-handed at a -4 penalty to attack. However, reloading becomes a problem as that clearly requires 2 hands. If you are serious at throwing bombs and two-weapon fighting, you should look into chakrams - like on Xena Warrior Princess. They have slightly better range than your bombs and they are the cheapest ranged weapons that do decent damage.
So if we are exclusively looking at Fighter v. Ranger, rangers get a pet and that is neat. Boon Companion helps make that pet your level +1. Humans get a human only feat that gives your pet an additional +1. I cannot remember the name of it because I rarely play Humans.
Ranger specific items include Boots of friendly terrain, Hunter's band, Hunter's cloak, Efficient quiver, Enmity Fetish, Horn of the huntmaster, Comfort's cloak, and Wayfinder* Method 2, #10 = an additional favored enemy (costs 525 gold). There are a couple additional, terrible Ranger items like Horn of antagonism that I have intentionally left out.
Fighters = more feats, no pets. Some of their items include Sash of the war champion, Gloves of dueling, Band of the stalwart warrior, and Manual of war.
I got really tired, I'll try to pick this up tomorrow.
Over the years, Claton has proven time and time again that s/he's a really smart cookie. Claxon's suggestions are almost always really good :D Thank you for suggesting Inquisitor and a relook at Ranger (my new character starts next Tuesday -- my GM is very cruel and loves to kill player characters; 20 point buy)
I'm currently mulling over Zen Archer 1-2, Feral Hunter 1-2, Dragoon 1 (Mounted Archery feat - Level 5), Cavalier (any archetype that does not remove expert trainer) 1-4 (Horse Master feat - Level 9), Spire Defender/Eldritch Archer 1-2, then not sure. (Mounted Archer build)
Ranger and Fighter are about play styles and what you want your character to do. The more specific you want, the more mutliclassing you'll likely have to do. No one class by itself can make a decent mounted archer for example.
Funny you should mention this. I am currently mulling over a combo regarding the Divine Marksman archetype.
(Gnoll Killer trait, Shapeshifting Hunter feat, Feral Hunter 4, Divine Marksman 4: when not fighting a favored enemy, +4 to attack and damage with all ranged weapon attacks.)
James Jacobs wrote:
My bad, Imbicatus has found one really niche method of using the Nature Training class feature. If a Hunter chooses the Feral Hunter archetype, levels to 4 as a Feral Hunter, then multiclasses in Ranger, and then they take a feat called Shapeshifing Hunter; then their Hunter levels would count as both Druid and Ranger levels for the purpose of this feat.
Shapeshifting Hunter Feat: http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html# shapeshifting-hunter
My question is: once the character has the favored enemy // favored terrain class features, would the Hunter levels start counting as addition Ranger levels to improve these two class features (without taking the Shapeshifting Hunter feat)?
I've been looking up other combos that require the terrible choice of dipping Ranger before being allowed to use your Hunter ability. The Ranger class under Animal Companion says "A ranger's animal companion shares his favored enemy and favored terrain bonuses."
Ranger trait: Gnoll Killer (+1 attack/damage against favored enemy, +2 if you are a ranger) paired with Instant Enemy (level 3 Ranger spell - one specific enemy type becomes favored enemy for minutes).
Lay of The Land Feat (grants 1 favored terrain).
A 4 level dip into Divine Marksman / Sky Stalker (Ranger Archetypes) seems like the best dip to maximize the effectiveness of a Level 1 Hunter ability. I'm not sure if Witchguard would also stack onto that Ranger Archetype build above.
A Divine Marksman gains Vicious Aim (Ex) ability at level 4 - which allows this character to add half their highest favored enemy bonus to attack and damage of all of his ranged weapon attacks.
If the Divine Marksman was also a Level 4 Feral Hunter with the Shapeshifing Hunter feat and Gnoll Killer trait with their first favored enemy being gnoll; then the Divine Marksman would grant a +4 attack and damage while using ranged weapons.
One question did come up when researching this info. Once the character has the favored enemy // favored terrain class feature, do the Hunter levels then start counting as addition Ranger levels to improve these two class features?
For example, if you were to dip a level of ranger as a feral hunter, you could take the shapeshifing hunter feat, and count your hunter levels as druid and ranger levels.
Are you suggesting that you would have to level up to 4 in Hunter, then take a level dip into Ranger, and finally take a Feat before the level 1 class ability Nature Training would allow Hunter levels to count as Ranger/Duid levels to determine how many Favored Enemies you possess; so that you can share these Favored Enemies with your Animal Companions?
If that is the only use for the ability, then this ability should be listed along side other beauties such as Caustic Slur, Black Marketeer, and Ostentatious Display as the worst Pathfinder has to offer.
This class ability seriously needs to be erratad... either corrected or removed.
In the same book as the Hunter Class, the Brawler class has a very similar ability with one major difference in the script.
Only the Brawler class calls out that the ability does not automatically grant class features of the two other classes.
James Jacobs wrote:
Two people in the rules forum said no. Do you know what the initial intent of creating this ability was? [There are currently no feats, traits, or options that rely on Ranger or Druid levels that also modify or improve animal companions (assuming the Ranger thing above does not work).]
The Hunter ability 'nature training (ex)' says "a hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion”
The Ranger class under Animal Companion says "A ranger's animal companion shares his favored enemy and favored terrain bonuses."
Does a Hunter gain favored enemy/favored terrain class feature as a Ranger of equal level, so the Hunter can share this 'option' with their Animal Companion?
I am interested in making a Cavalier due to the character style, order choices, and heavy teamwork, but I'm not big on using mounts due to the way it can unbalance encounters with the extra movement and slow down combat with extra rolls. Is there a way to build a decent cavalier without focusing on mounted combat?
You could simply not ride your mount and treat it more like the animal companion that it is. OR if you want to make a really easy Cavalier, simply never summon/acquire your mount in the first place.
If you are going against weaker opponents, don't bother wasting spell slots. Save those for the bigger fights. I'm personally a fan of mounted archers, but that doesn't appear to be the route you are going. Snap Shot feat chain is always good. Share Spell is also good. If you feel feat starved, a one level dip in Cavalier gets you a free teamwork feat.
Daniel Myhre wrote:
It is one of the broken parts about magical crafting that has never been addressed by a FAQ or errata. Most tables will rule exactly as you have.
Daniel Myhre wrote:
Personally, I'd only let someone take ten if they literally can't fail to make the item except on a 1. That way there's always the slight chance they'll mess up a high DC item.
I totally agree. Also, I (the GM) have to make the roll, because if they roll low and know it is cursed, then they'll never use the item.
Daniel Myhre wrote:
Note that caster level for a vanilla +X item is three times the enhancement bonus. So to make a +5 sword it's caster level 15 base. If there's both, use the highest caster level. So in the case of a +5 shield of heroism, that would probably be caster level 15, for a DC of 20 minimum to craft.
If he is not a CL 15, he does not meet that prerequisite and gets to add another +5 to the DC for his check (in this specific situation).
Heroism (the spell) continuous on an item:
Heroism (the affects) (+2 morale bonus to saves, attacks, and skill checks).
There are 38 + craft (varies) + profession number of skills. For the purpose of math, let us assume there are only 40 skills.
The book gives skills a circumstance bonus. To compare what a morale bonus to skill checks would be - I will compare the difference between an enhancement bonus and a morale bonus (%) is to armor and apply the same % increase to skills and attacks (1000 g vs 2500 g).
Cheapest first when creating magical items. 2^2 = 4 x 100 = 400g + 400gx1.5 (see multiple different abilities above) = 600g. 400g + 600gx39 = 400g + 23,400g = 23,800g. 23,800 / 1000 = 23.8 x 2500 = 59,500g.
+2 morale bonus to attack. 2^2 = 4 x 2000 = 8000 x 1.5 = 12,000 / 1000 = 12 x 2500 = 30,000g.
+2 morale bonus to saves. save bonus (other) = number squared x 2000. 2^2 = 4 x 2000= 8000 x 1.5 = 12,000g.
59,500g + 30,000g + 12,000g = 101,500g /2 (crafters pay half) =
As GM, this is how much players at my table would have to pay to have heroism continuous on an item.
Someone brought up the idea of applying this spell to a slotless item.
Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.
Rule 1 applies and Rule 2 does not apply when creating this item.
Skills: 400g x 40 = 16,000g x 2 = 32,000g / 1000g = 32 x 2500 = 80,000g
Attack: 2^2 = 4 x 2000 = 8000 x 2 = 16,000g / 1000g = 16 x 2500 = 40,000g
Saves: 2^2 = 4 x 2000 = 8000 x 2 = 16,000g
80,000g + 40,000g + 16,000g = 136,000g / 2 (crafter discount) =
Without posting my guide explaining anything, the gist of the most retardedly op (legal) build is:Gravewalker Witch 1 / Separatist Cleric (Trickery/ Travel or Exploration Domain) 1 / Oracle (Juju) 1 / Mystic Theurge 7
During my Level 10 playtest of this build, I had 152 HD worth of undead always around (no summons).
Warning, this character is stupidly broken.
Gernarde / Honor Guard (Cavalier) 4 levels, then Pack Master (Hunter) 16 levels. Remember to get Horse Master feat at level 7. Each level you get a new animal companion "mount" that is equal to your level.
At level 7, you will have 4 Level 7 "mounts". At level 10, you will have 7 Level 10 "mounts". At level 15, you will have 12 Level 15 "mounts".
-- arguably not the most broken, but still... stupid and broken.
I'll need to figure out how to post my mystic theurge guide before posting one of the most retardedly op (legal) builds of all time.
I don't care to bicker between personal beliefs. I prefer to let math show what is calculable and factual. Power Attack as a trap?
Without getting into really boring mathematics... As your weapons' average damage goes up, the effectiveness of Power Attack goes down. The math shows that depending on what you need to roll to hit normally vs what you need to roll while power attacking plays more of an impact as to whether power attack is a trap.
A kukri power attacking needs at least a 10% chance of hitting to be more effective than a dagger not power attacking. If a power attacking kukri needs a Natural 20 to hit, then not power attacking is more effective.
A Longsword after power attacking needs at least a 15% chance of hitting to be more effective than a longsword prior to power attacking. If a power attacking longsword needs a 19 or Natural 20 to hit, then not power attacking is more effective.
A great axe power attacking needs at least a 20% chance of hitting to be more effective than a great axe without power attacking. If a power attacking great axe needs an 18, 19, or Natural 20 to hit, then not power attacking is more effective.
*all three of these calculations have already factored in the variable number of your power attack penalty; all three of these calculations are based off medium sized weapons*
-- Phrased a little weird, in part because it is and in part because I am tired --
The biggest issue with trying to make your own race (if you are using the race builder book) is that players never chose abilities that their current character wouldn't use. Something similar to Gnome's Hatred racial is a prime example of something you will never see a player willingly chose for their race creation.
The first 10 build points = free.
Fast Healing 1 is pretty op. A Ring of Regeneration 1 costs 90kg. The average party member won't be able to afford this until around L15 at the earliest. Fast Healing 5 is way op.
I think there is a 0 level adjust race already in existence that is ... well, not really like a vampire, but kind of....Dhampir