![]()
Search Posts
![]()
![]() According to the rules off the top of my mind for crafting, you can increase the DC to make the wand of allchemical allocation at +5 higher if the spell in question is not on the spell list of the crafter. According to the advanced players guide faq, allchemists are not spell castors even though an extracts effects work like a spell. This is a little confusing, can a wizard or the like make a wand of allchemical allocation or not? Please explain a little more than a 'yes' or 'no'. ![]()
![]() Defensive Strategist (Religion)
These traits are for survival, the first trait keeps my dex till my turn and Quantium gives a +2 to concentration checks. Feats and Magus arcana
I would put Dervish dance at third level but that means I don't have a proper feat for the bonus feat at fifth level. Dervish Dance is the only dex to damage feat that I know of that works with spell combat. This is the base of the build. Magical Lineage is connected to Shocking Grasp and is retrainable to force punch or what not. Reactionary is there because I can't think of anything else to put there. If you have any better Ideas about any of this please post the strategy behind it. 6. magus arcana: arcane accuracy 7. Intensive spell 9. Empower spell metamagic feat
11.quickdraw
This is a PFS build. Arcane accuracy is much needed for those high AC fights. Intensive spell is a must for shocking grasp. The trick with empower spell is it works well with magical lineage and shocking grasp. It makes Shocking grasp a second level spell and the power curve works great. Spell Blending is there because I can't think of any thing else. Quickdraw is there because it is a prerequisite for maximize spell strike at thirteenth level even though I show this build till 11th level. I cant think of anything else better with the bonus feat at eleventh level. If you have any better Ideas about any of this please post the strategy behind it. Elf
Basically, everything is adjustable, please post why you would adjust anything. Keep in mind, the whole Idea is to have a Dex magus. ![]()
![]() I don't see any importance in Constitution for making characters in starfinder. It is not related to hit points any more and is very static in your SP. Maybe to raise your fort saves some but otherwise, I don't see a reason to go higher than 10. What is your thoughts in the matter? Am I missing something or did the game creators take away the importance of a constitution minimum. ![]()
![]() This is the feat build in a nutshell: six levels of the slayer class then, ten levels of the crimson templar prestige class from paths of the righteous. This is a PFS build. Human traits: reactionary and indominidal(spelling) faith, the idea is to start fast with reactionary and prop up the will save some. Feats:
2. ranger combat style from the slayer class - quick draw. The tactic is to carry a horsechopper and get a free shot or trip a creature coming at me until it is my turn. Use a light steel quick draw shield and quick draw both that and the bastard sword. Next, use a move action to study the enemy and attack. All this before the end of my turn. 3. power attack, this is a prerequisite for crimson templar. 4. weapon focus, weapon training from the slayer class. A prerequisite for the shatter defenses feat. 5. Dazzling display, this is a prerequisite for the shatter defenses feat. 6. Vital strike, from the slayer class: combat trick
7. Shatter defenses, this is the heart of why I would get sneak attack for a few rounds. Note: I must use dazzling display first and scare targets. This is also my first level of crimson templar. 9.Heavy armor proficiency and improved crit = bastard swd
11.Improved Vital strike, a theme of the build from sixth level. suggestions, hints are wanted and if something is wrong please post and say so. ![]()
![]() The rules for colliding are a DC 25 fly check or fall, no way of stopping this with the exception of feather fall. But how do you collide? The idea is to collide knowing it is going to happen. Skill focus fly to help crack out the skill. Snapleaf for the win, it uses the feather fall ability as an immediate action I believe. Correct me if I'm wrong. The feats needed for the animal companion are power attack, improved and greater overrun, and skill focus fly. Escape Route would make the fifth feet for a tenth or eleventh level character. For bull rush the feats needed are power attack, improved and greater bull rush along with quickened bull rush. The last feat is skill focus fly. The animal companion is a Griffon. If I can use overrun feat tree it would be advantageous but I'm afraid too controversial. The bull rush feat tree strategy seems less controversial and seemingly plausible. What do you all think? I've noticed most creature's do not have a cracked out fly skill that fly like dragons. ![]()
![]() Correct me if I am wrong, with a hardness of five it will be hard to destroy any weapon out there with wordstrike. I found the errata on weird words and it is clarified and more satisfactory. I'm trying to do my research and find out all the rules on the sound stiker bard before I play it. If I am wrong, please explain why it is different please. Thanks in advance ![]()
![]() The last time I tried this the problem was that if the animal is combat trained I cannot train it again to attack anything. The wholly rhino could only attack humanoids, animals and monstrous humanoids I believe. That is the show stopper in PFS. I own the animal archive and my character is a tenth level paladin meeting both requirements of access to the animal and being high enough to qualify for its CR in PFS. I figure if I buy the wholly rhino non-combat trained and train it for the general purpose of “guard”, It will have four tricks trained and I can train it again to ‘attack’. It will be able to attack anything, the trouble is for one module of PFS it will not have that second trick to attack any creature. I could train it again for ‘combat manuever’ to trample to get the wholly rhino to go where I want but, that is another module I will have to wait to train it. This will have to wait that long for such advantages of me riding or not riding it and, getting a whopper of a charge from the wholly rhino or trample attack. With one rank each in Handle animal and ride, plus a cracked magenta ioun stone in each skill, I will be plus ten in handle animal and plus five in ride with the armor check penalty. I could upgrade my armor for 3,750 I believe to squeeze out another plus five for the ride skill. I have the three trip feats, combat reflexes and power attack, no mounted combat feat or anything else as such. I could buy magical barding studded leather for 1,700 gp to upgrade its AC without incurring an armor check penalty. Is my reading of the rules correct in this post or will I have to think up another way to get around something unforeseen? Can I get my spirit weapon animal loving paladin to work? ![]()
![]() The Archtypes are: Oath against the Wyrm, Oath against Fiends & Shinning Night. This is for PFS. 1. Power attack 3. Improved Initiative
5. Monstrous mount (Hippogriff) 7. Improved Monstrous mount 9. Mounted Combat 11. Ride by Attack The idea is with escape route to charge each round whether near an enemy or not. Escape route prevents the free attacks from movement, I imagine reach is included in this. My first build had a problem when a feat is attained for the animal companion. I forgot spring attack had a +4 bab requirement. This is why I do research for the character. The mounts feats:
5. Escape route 8. Spring attack 10. Lunge
Let me know what you think of it all, whether you think this build works. Plus your choice of narrow frame or lunge. ![]()
![]() Hello, As with all first level characters the fire power is weak. As this character increases in level the fire power builds. The battle tactic is to trip foes from afar with a reach weapon or enlarge person from afar. Then, use minimum movement to move five foot so a full round action of attacks can occur. Keep your foes away so when you can run run them down with overrun their options are limited (see below). At seventh level, the improved overrun feat is used and use it as much as possible. When the greater overrun feat is used, use it at all cost. Play the game of keep away, move and knock a foe down, get your free shot adding studied combat and strike; Then, move to repeat the tactic again each turn. If everyone is always away from you at the beginning of their turn and move toward you to only get tripped, the damage is little to you. Poisons are fun to use but at level sixth and less they are not essential to the build. Use poisons with a DC 17 and above. At higher levels than sixth I would suggest poisons of DC 20 and above. Of course, money is an issue, I would make all your poisons so they are one third the gold off. Feats
3. elemental strike (APG)
5. Power Attack
7. Improved Overrun
9. Greater Overrun
11. Improved Criticle
Insperations
5. quick draw (why not, this helps increase the chances to hit with studied combat. Studied combat helps overcome the loss of bab since it is like a cleric). 7. enhance potion (The kick to this is: allchemical allocation, heroism and magic circle against evil potions, use this to make those potions your level with enhance potions, Then, empower these two puppies with amplify elixer. Heroism is a third level extract for you and you are taking a second level slot. Magic Circle against Evil is not on your spell or extract list and is overpowered for its level.) 9. Toppling strike
11. combat Inspiration
Ifrit: Mostly Human (ISR), {Efreeti Magic, Wildfire Heart, Fire in the Blood, Darkvision, speed 30’, medium}-APG S 16 (10), Dex 14 (2), Con 12 (2), Int 16 (10), wIz 8 (0), Cha 9 (+4)
The boon is old but this is my latest creation. Make suggestions, comment or correct me where I'm wrong. Part of doing research before the character begins. Hope you Enjoy!! ![]()
![]() If a weapon does not pass the DR of a monster, will elemental strike still do damage to it? I imagine elemental strike is stopped by fire resistance. It not a magical effect since it s a feat. This makes elemental strike more powerful than I thought when I first read about it. It will damage a golem, yay! ![]()
![]() Hello, This is part of my research the rules for a character before I play it. This is a PFS character that is an Ifrit. I have the boon for the Ifrit race. Scorching weapons says it doesn't stack with anything else. None of the abilities in the opening thread question mention not stacking with other fire sources. Please, let me know if elemental strike and the igniting weapon ability do not stack and where or why it doesn't stack. As we all know, there are finicky and picky players out there that will argue till the cows come home whether or not these abilities stack. I'm looking for sources to back myself up on this topic. in searching for this subject, I found things about elemental touch and so on, this is for running tables and playing at a table. Thanks in advance. ![]()
![]() A paladin can summon his animal companion. Can I use another animal that is not my animal companion if I have my animal companion unsummoned? I surmise I would have to send my non-animal companion away if I wish to summon my actual animal companion to go with the FAQ rule of having only one combat animal. My Paladin is 5th level, the idea is to use a rhino till some reason I use my hippogryph. The hippogryph becomes fun at 7th level. I remember reading that bought animals can have their feats interchanged with another. I cannot find this and I have looked in the FAQ under CRB, bestiary, APG and the PFS FAQ. There is a question about this with a familiar and an animal companion, but I’m asking about using the animals one at a time. ![]()
![]() This is for a 4th level paladin, 3rd tier, PFS character in which I own the mythic book and PDF. The duel path I am asking for is the +2 to one stat boost, enhanced ability. Extra mythic power is the other mystic feet I can't decide, would be 11 times a day to use a surge, normally nine a day. I am using the Guardian path, Mythic smite & precision are my chosen path abilities. I have power attack normally so that mythic feat is used. It's the second mythic feat I am deciding upon. At a higher level I will retrain my third level feat, that is why I am not using that mythic feat. If I have made a mistake somewhere, please let me know. If you will, please mention why you like one or the other feats that I am asking about it. Thanks in advance. Ciao As a side note, I think you can retrain mythic feats, right? ![]()
![]() I went to a Con & there was a Bard that started singing normally and the next round change the song so the party could see though fog. The enemy was at a GREAT disadvantage having 5'' visibility & not us. I'm wondering where all this stuff is located & in what books. I was tired at the time & didn't think to ask. In others conversation adventure paths were mentioned, maybe Rise of the Rune Lords. ![]()
![]() Visions of hell would do the effect but unfortunately, it affects my Ally's. Cornugon Smash is nice for weapons. I think mind fog used to be more like I'm looking for; Unfortunately, it is too high a level and too hard to quicken. I'm looking for some mass affect to do the shaken and sicken conditions as a swift or move action and cast a spell. One effect I think would be useful is to use a rime or sicken meta feat W/flurry of snowballs (FoB). FoB goes around corners & doesn't allow SR, a low level area affect spell. Strategically, I think that is what FoB is for considering it's damage is static. Lesser Quicken met a magic spell Rod is what is called for here at later levels like 10th. As we all know, it works well with third level spells and less so, sickening spell meta-magic feat would have to be used with a first level spell and the like. I'm trying to be able to do this around sixth or seventh level. It seems the game designers were very careful on not making this easy to occur. With the design of the sorcerer I plan on using, I only have one seventh level feat open and possibly the 11th level feat. Five levels of draconic bloodline of the tattooed Sorcerer arch type with the rest of the way veiled illusionist. At first level the bonus feat Varisian tattoo, 1 spell focus evocation, 3 spell specialization, 5 spell focus illusion, 7 ?, 9 versatile spontaneity, 11 ? t is just a thought to crack out my charisma and lower the saving throws of my targets as if it cracked out my charisma further. ![]()
![]() Defensive strategist is popular for Dex based or light armored characters that was mentioned in one thread. I think lessons of childira is a powerful feat for survivability. To me, lessons of childira is about as much as a universal must have feat for any character class for almost any role. Pragmatic activator or dangerously curious in my opinion are powerful for non-magic user types of character classes to give themselves Buffs or polymorph spells to enhance their fighting abilities. What are your favorite background feats and why? What is your strategy for using those background feats? ![]()
![]() I have players that are excited about a background feat that was listed on a d20 website. It said the background feat was in the faiths of purity (fop). I had not heard that such a background feat existed with the name of the background feat the players were saying it was. There were no prerequisites for this feat and as far as I know all the background feats have prerequisites in fop. “Lessons of childira”, is like the feat in question that the players were excited about. I do not have any more books about the gods in pathfinder beyond the CRB, inner sea world and pathfinder chronicles; gods and magic. Paizo keeps printing out products about gods so exasperated, I got tired of buying them. Where is this god listed where it is pathfinder society legal for all classes to play? In the additional resources, the pathfinder pfs legal pathfinder campaign setting; gods and magic (not sure if it means pathfinder chronicles) has it legaly listed as a cleric or inquisitor character class god. That is only if it means the pathfinder campaign setting; gods and magic is the pathfinder chronicles; gods and magic from the recourses I have. Is this god, childira zuzuristan listed in the appendix of the pathfinder campaign setting; inner sea gods? If not, is this god listed in pathfinder campaign setting; gods and magic front page covers or elsewhere in it? Looking for the legality of the god, I do not know what other recourses childira could be in. In the fop, it only talks about childira and gives the feat. The god's domains, spheres, and chosen weapon is not listed so, I'm thinking you have to have access to this god elsewhere, correct me if I am wrong.
Is there anyway to turn spells like mud ball, snowbowl and the like into spells that are ray spells?
![]()
![]() I'm trying to use close range and the lack of Ray spells for the magus defeats the purpose for haveing this arcana. This is the ray spell list as far as I know: Disrupt Undead (Lvl 0)
I would use spells like mud ball, snowball or reach spell the metamagic feat but the spells are not rays and the metamagic feat does not create Ray spells. Those ray spells listed do not fall into the magus strengths. They are control from 1st level on up not DPR. If you know any ray spells not in those books listed in the question in the opening thread that are magus spells please post them and their resources they're in. Close Range (Ex): The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature. ![]()
![]() I figure in the first round use a swift action with quick study and activate studied combat. Then, using my full round of attacks with my first attack, try to sunder the item in hand with greater sunder. I'm thinking if I do damage to the creature that is holding the item sundered (which is destroyed) with the left over damage to him, as a free action, apply the studied strike damage. Lastly, as a free action apply toppling strike to trip the creature. Am I allowed to trip the creature because I am damaging the creature in the end with greater sunder or, because I started with CMB I am not allowed to apply the studied strike dice? ![]()
![]() According to the feat, Empower Spell, it reads: "All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level." To sum up, it only affects spells with dice. This is what it says with Amplify Elixer: "For the duration of this extract, any potion or elixir you consume is treated as if it were empowered. Increase all variable numeric effects of the potion or elixir by half. If the potion or elixir does not have any variable numeric effects, it is instead treated as if it were extended (double the duration of the potion or elixir). If the potion or elixir does not have any variable numeric effects, or has an instantaneous duration, amplify elixir has no effect" It seems this extract only empowers spells with dice. I can't think of any potion that isn't personal that has dice to affect you. Any spell that has, "personal" in its description and targets you can not be a potion. So what potion can you use to empower with this extract? ![]()
![]() I remember reading somewhere that you were allowed to use one of the old classes that make up a new ACG class for favored class options during the playtest. For any race that is not part of the CRB in the ARG, are we allowed to use the favored class options from any other source the same way? Having access to one of the ARG races, are one of the two old classes that make up a new class in the ACG for a favored race/class options available? The Nagaji has a mean class option for alchemists. Using that option for the Investigator would make one mean Nagaji poison using Investigator. I hope this makes sense with out making this long. CRB = Core Rule Book, ARG = Advanced Race Guide, ACG = Advanced Race Guide. ![]()
![]() This is for Pathfinder Society. The character currently is an Aasimar with the ability scores of: Str 18, Dex 14, Con 12, Int 12, Wis 13, Cha 10. The skills to be maxed out are: acrobatics, heal, Perception, UMD, & Sense Motive. Sense Motive is not considered in the grapple & trip feat build. Background feats: Dangerously Curious and Blood of Dragons. Note: The only reason the dragon trait feat is there is because of his back story. I've heard there are background trait feats that increase CMB, please name whatever you know as one and the book it is in. Such a feat would be involved in the back story already. Hamatula strike and grasp plus overrun build: 1) Belier's Bite
Tactics:
Belier's Bite allows each of my unarmed strikes to do a d4 of bleed damage each hit. The Hamatula Strike feat allows me to hit with a piercing weapon then, attempt a grapple maneuver.
As I understand it, when I grapple using a Piercing weapon per the Hamatula feats on the initial grapple attack, after I grapple a creature I do not get to do either a move, damage, pin, or tie up with the grapple. When I grapple with a piercing weapon I do not get to finish my flurry or other attacks unless I have greater or Rapid Grapple to attack as a move or swift action or both move and swift having each feat because of the Hamatula feats. Feats like Equipment Trick – use rope, along with Martial Flexibility will give me a -5 on the tie up when grappling on my turn, starting with a creature stuck on the end of my Long Spear or Fist with Snake Style. Grapple and Trip build: 1) Belier’s Bite
Tactics: With Greater Trip, whenever I trip a creature I give everyone that threatens it a free attack. Combat Reflexes allows me to keep attacking each time I trip a creature on my turn within Combat Reflexes limits.
I’ve had Greater Trip and Combat Reflexes before and it is a lot of fun even without Power Attack. The other option is to grab a creature and restrict its options, spell casting, and the like grappling. ![]()
![]() There is a thread posted about GM’s handling players that detect evil. You could imply this to detecting everything. There is the other side of the table or looking glass. It got me thinking about my experience being a player and using all kinds of detect spells. When playing, I have told plenty of GM's that the detect spells go through three foot of wood, a foot of stone, an inch of metal, and a sheet of lead. I also say unless it is an evil dragon or outsider, undead, or another creature from those previously mentioned with at least five HD, it does not detect as evil. In low level mods, I do not bother with detect evil. This is in mods with tiers where the detect spells such as detect evil or magic are useful, and in mods with creature's having more than five HD. Why wouldn't these spells go through a wooden door that is DC 13 - 18 to break down. Once the door is broken down, in asking if there is anything in the door, I have had a 99% probability of hearing a resounding "no". It seems nearly all GM's do not want to reveal what could be detected on the other side, I surmise because it is considered, "mod breaking". These effects are in the game why not use them? The GM's I am talking about range from over 30 years to noobs in experience running mods. Why would you as a GM not allow these detect spells to function in an environment that they would normally work? I wish to know if I am being ignorant for giving the information these spells reveal. Edit: I hope it is more to the point. ![]()
![]() I do not know the action of dropping a scizore since it takes a full round action to put it on. If any one knows the action to drop the item and can point out the rules so I can use them while traveling across the United States playing PFS, I would appreciate it. I believe if you do not have two hands to grapple a creature the grappler takes a -4 to the attack roll. I'm trying to do research for a Brawler character and I appreciate all the advice I have received so far, thank you everybody. The idea is to use a d8 or greater, monk, and piercing weapon so I can either grapple, sunder or do damage with Brawler's Flurry. I can grapple at later levels with the Hamatula feats out of the Chiliax book which require a piercing weapon. Not using a d6 weapon is so much more exciting when I enlarge the character to size large or larger. Of course, it has been mentioned that when the ACG comes out things are going to change. Still, I'm trying to stay ahead of the curve and do research on the subject so I can adjust with what I have learned. ![]()
![]() I'm trying to find a way for the Hamatula feats to work in the Chiliax book. Some of you have seen my earlier posts on the issue and I appreciate the corrections where I was wrong on the rules. The idea is to use the Brawler class with a d8 or greater damaging, Piercing, Monk weapon. All that in one that is both melee and a reach weapon. The Hamatula feats require a piercing weapon to grapple with. The idea of the Monk weapon when not grappling I'm sundering or damaging with Brawler's Flurry. I'm not finding one in the Ultimate Equipment (UE). If you know of a monk, piercing, d8 or greater weapon anywhere else, please let me know. With Greater Grapple, I can attack again as a move action. That would mean I would attack with my highest attack bonus with CMB after grappling with a piercing weapon. There is a post put out there by James Jacobs explaining the rules about Greater Grapple but not talking about the Hamatula feats. There is a thread that brought up his thread recently, I don't know if it is still around. Rapid Grapple would allow an attempt as a swift action. That is at 11th level when I can grab the feat. For those if you remember, this is for PFS. Edit: There is a weapon that is d10 in the UE but it has a -1 to each attack. I'm trying to avoid that one and use a weapon proficiency feat instead. ![]()
![]() If I were to use a Sansetsukon or Emei Piercer combined with brawler's flurry, would I be able to do the bleed damage of Belier's strike together? The idea is to do the damage of strength and a half with a d10 weapon (the Sansetsukon) and get the benefit of dealing a d4 of bleed damage. Mind you, I am taking a -4 to hit with the Brawler class as opposed to the Monk with a -2 to hit. If I remember right, the Emei Piercer is a ring with a swiveling spike on it. Can I carry a weapon with that hand and use it in combat wearing the Emei Piercer with out ill effects? The Emei Piercer gives my Brawler a 19+ crit range and makes my Improved Unarmed Strikes Piercing for DR purposes. ![]()
![]() I'm trying to figure out how this works correctly. I am stating how I think it works from the FAQ and other threads, correct me if I'm wrong. As I understand it, using the Brawler's fury with the Emei Piercer, I attack with my opening attack W/-2 I do damage if I hit. Then, if I succeed on the grapple I can next try to pin. I cannot finish my brawlers fury if I hit, do damage, and grapple on my first hit with a pin even though I have only attacked once. Nor with the greater grapple feat, can I as a move action attempt to grapple and do damage again during the same round I have started the grapple. If I maintain the grapple with both Hamatula feats, I take a -2 to my grapple check (+5 for maintaining the grapple) then do an extra D6 of damage if I choose to do damage maintaining the glapple. When my next turn starts, I can maintain the grapple and to damage. With the greater grapple feat and rapid grapple feat, as another move action, I can succeed on a grapple check and pin. Then, succeed on another grapple check as a swift action and tie (at -10) and render helpless the targeted creature. Do I have to first pin, then tie at -10 the targeted creature, or can I just tie of the creature at -10? Not only am I adding what I had mentioned in the opening thread, I am also including that I am size large. In this case, with the combat reflexes feat, as an attack of opportunity, I can attack a creature as a free shot. If I hit, do damage, I can grapple along with a Pin. When grappled and pinned with reach the creature gets dragged next to me. ![]()
![]() What is the minimal amount of hours needed to sleep for a full days rest without needing to study for arcane spells? If I were to have the regional feat, nightstalls escapee, (Katapesh), I don't have to sleep for eight hours being a sorcerer. So what would be the minimum amount of hours needed for the whole party to rest being there are no other arcane casters? There is a FAQ question on this but it is in regard to being an arcane caster, or not getting a full nights rest. ![]()
![]() I have brought this up before and didn't get a definitive answer. In the ultimate equipment, the picture of the spear clearly has a tip that is not made out of wood. It is not made out of granite and the like, because the spear does not have the fragile weapon quality. I don't see why these two weapon groups can not be made out of Darkwood and not have the full benefits Darkwood Brings. ![]()
![]() I cannot find this exact subject in the search engine. It used to be that for each ranged attack that provoked an Attack of Opportunity (AoO) there was only one AoO taken. No matter how many ranged attacks were used, that is how many a gaming group has ruled that I have played with in the past. Looking at the PRD, It seems things have changed since the first printing. The way it reads is that the only thing you do not take an extra AoO is for moving through more than one square. Is this so? Turning into a Shohbad using both a reach and melee weapon or improved snap shot would be big. I hear, "you didn't say mother may I..." enough. ![]()
![]() The adventure would have to be in or near a village or a larger settlement. I would have access to the extract for the rest of the day till midnight I presume. Drink the extract of alchemical allocation then a potion that is more expensive than 80 gold and walk into the dungeon. Is there any other limit on this? If I have my PFS guide correct, we have access to buy spells at legal sources. The rules if I remember, first to third level spells in a village or larger settlement to purchase spells cast by a caster. ![]()
![]() In the revised rules for the Investigator class, there is no rule forbidding scrolls from being used. Correct me if I am wrong on being able to cast spells from scrolls with this class. Monstrous Physique II (MP II) is the bomb if scrolls can be used and the idea to be is very big to me. I have an Idea to use the grapple and sunder feats in combination with the mutagen and this spell. Enlarge person (EP) would be the first thought and I agree, it should be used first because it is cheaper. As the character rises up in levels, I imagine in the area of sixth level, MP II becomes feasible. I have no idea of which creature I would use in conjunction with this spell. I have the The Inner Sea and the four bestiaries. Having four arms is not a factor in the rules. I have no idea what I would use. Using strength as the primary score for the character being large makes up the loss in Bab. MP II makes the character really strong at lower levels. CMB is based on strength. One example I can think of using Strength over Dex is Bola’s in a ranged trip attack. The -4 for non proficiency is made up for using the strength score when the Dex is not the highest score. The Dex is not used for ranged attacks and so forth without modifications with feats when using CMB at range. Once again, correct me if I am wrong. When you are large, you are penalized with a -1 to hit AC. In the case of CMB, instead of a -1, the player benefits with a +1 to hit CMD. Then there is the damage aspect of being large whether using EP or MP II. The weapon getting larger with the strength boost is attractive. Hence, why I'm not worried about the loss in Bab compared to a fighter, monk type of character, ahem. PFS is where I am going to be playing this character. The only reason I am choosing the investigator character class over the Brawler is because getting larger is cheaper and MP II can be used easier being one of my spells compared to using UMD. My charisma will not be a good score with either character class. The feats are; 1st level- Imp Init, 3rd level- Pwr Attk, 5th level- Imp Grapple, 7th level- Imp Sunder, 9th level- Greater Grapple, and 11th level- Greater Sunder. The investigator talents are; 3rd level- Mutagen, 5th level- Quick Study, 7th level- Amazing Inspiration, and 9th level- Combat Inspiration. I see no talent that is a "wow" talent for this character's concept at eleventh level. I can use the extra D6 and as a move action and grab some creature with the effect of inspiration; Thus, improving my chance to hit. Then, there is Studied Combat. With Quick Study, as an insight bonus, it improves my chance to hit, too. Most of the time, I doubt I will be needing the D6, or D8 later on in levels. Starting off as an Aasimar with Scion of Humanity and having a STR at first Level of 17. Stat boost at 4th on strength, Dex of 14 and an Int of 16, and the three other scores are Wiz 10, Con of 12 and a Charisma of 9. The stat boost at 8th will not affect me unless I have a inherit bonus somewhere, (fat chance). What is your opinion? Do you think it will work? If so, what creature for MP II do you think I should use. ![]()
![]() According to Jason Bulmahn, there is a tool for use with Use Magic Device. You can read about it Here:Paizo's lead designer say's.... Mr Bulmahn is the fifth post in the thread. So, if I buy a tome called, "A guide of common magic phrases and activation technique's" as mentioned in his thread, will I get my +2 circumstance bonus? I imagine the idea would be to read this book in the morning for an hour in order to get the +2 bonus for the rest of the day. It would have to be reread every morning to get this bonus. |