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Fuzzy-Wuzzy wrote:
Shahdoh wrote:
Fuzzy-Wuzzy wrote:
A variation would be to damage Con instead. Each time you cast a spell, you lose 1 Con if you roll <= spell level (or twice that) on a d20. It comes back after a full night's rest and can't be restored before that. Now you can risk death to cast that one vital spell after a long day of casting.
That would make for a lot of low level spells able to be cast per day wouldn't it?
I was assuming they still have the normal rules' spells/day or slots/day limitations in addition to whatever HP/Con-based stuff gets imposed on them. If this is to replace rather than augment then yeah, it's too lenient for low-level spells.

Makes sense and rereading it, OP did say "in addition to spells/day or spell-slots."


Fuzzy-Wuzzy wrote:
A variation would be to damage Con instead. Each time you cast a spell, you lose 1 Con if you roll <= spell level (or twice that) on a d20. It comes back after a full night's rest and can't be restored before that. Now you can risk death to cast that one vital spell after a long day of casting.

That would make for a lot of low level spells able to be cast per day wouldn't it?


Just tossing an idea out there...

House rule it that the casting pool of hp (3rd category - Lethal/nonlethal/Casting) be non-healable. You can compare the casting pool to the health, if you have used more CP than current hp, can't cast anymore.

Fun part would be building the cost table so it's balanced with current abilities.

Quick and easy would suggest base 1+spell level.


From my research, IPS removes the concealment/cover penalty, but it still exists, thus the sneak attack can not be done.

Sniper's Eye allows you to use Sneak Attack when there is concealment, but does not remove the penalty.

Thus, when both are available, sneak attacks (properly triggered) can be done when the target is in concealment without penalty (Cover still prevents SA).

On the other hand, I suppose the DM could make it situational. Such as:

A target is pearing through a space (not total cover), only thing showing is the targets head.

Could theorize the sneak attack damage happening in such a case. Again, that would be situational and totally DM's call.


Some revisions:

Starting lvl: 7
Core / APG / ACG only (ARG with DM approval) (Also, no Point Blank Master)
starting Gold: 33k
20 point build / 16 max - 7 min before racials

Here is what I am setup with so far:

Half-Orc pure slayer
Str: 16 (after +1 @ lvl4)
Dex: 20 (16 +2 racial, +2 Belt)
Con: 12
Int: 12 (Wanted more skill points)
Wis: 13 (for keen scent and gain another wis bonus eventually)
Cha: 7

Traits: Fate's Favored (thanks Java Man/Balkoth) / Reactionary
Racials: Sacred Tattoo
Feats:
L1 - Point Blank Shot
L2 - Precise Shot (Several melee in party)
L3 - Deadly Aim
L4 - Weapon Training (Longbow)
L5 - Rapid Shot
L6 - Improved Precise Shot (Ranger talent)
L6 - Manyshot (Using slayer talent Combat Trick from Human Favored class)
L7 - Keen Scent (enhance his tracking/awareness)
L8 - Sniper's Eye or Fast Stealth
L9 - Dodge
L10 - Evasion
L11 - Iron Will
L12 - Parting Shot (Ranger Talent - for escapes)
L13 - ???
L14 - ???
L15 - ???

Money is basically spent on standard resistance/protection gear/ +2 Mithral Breastplate / Adaptive Longbow +2 / +1 Spiked Gauntlet / Masterwork Buckler / Haversack / Eff Quiver, etc


What are the thoughts on Vital Strike?

Thinking of going with Spiked Gauntlets (Maybe even magical???)

If I cant 5' step away (They have stepup or whichever) I can still punch em and I have a harder hitting gauntlet. If I need to move and fire I effectively get a many shot and still move.


Hmm, what about having a weapon like Sickle and picking up Improved trip, would allow me to deal with whatever dared to close on me?

Typed this to soon, would need combat expertise, and a rework of ability scores... sigh...


But still a racially gained ability right? ok, gets confusing, thanks for the explanation.


Ah, ok, sorry for my noobness, I now see traits as a whole are an exception from the allowed core/advanced books.

Sacred Tattoo is already a racial bonus isnt it?


Thanks for the tips. I will go with training for the bow and I like the 1 handed idea. The Falchion was for a few reasons. Switch hitting with 2 handed style, flavor for the half orc and hitting harder with possible sneak attacks (Large crit range being the incentive).

Unfortunately, with the limited books we are allowed (only Core, Advanced Players guide and Advanced Class Guide) I can't get Fate's Favored or Reckless Aim.

This is why I feel a bit stifled with the build. Looking to see how I can grow this character with the limited selection of abilities beyond this point. Switch hitting with 2 handed seemed plausible since it requires less feats than TWF or sword and board (or so it seems, I am fairly new to PF).


Looking to build an Archer Slayer and need advice for mid/late game. We are under the following parameters for the build

Starting lvl: 7
Core / APG / ACG only (ARG with DM approval) (Also, no Point Blank Master)
starting Gold: 33k
20 point build / 16 max - 7 min before racials

Here is what I am setup with so far:

Half-Orc pure slayer
Str: 16 (after +1 @ lvl4)
Dex: 20 (16 +2 racial, +2 Belt)
Con: 14
Int: 10
Wis: 12
Cha: 7

Traits: Indomitable Faith / Reactionary
Racials: Sacred Tattoo
Feats:
L1 - Point Blank Shot
L2 - Precise Shot (Several melee in party)
L3 - Deadly Aim
L4 - Weapon Training (Should I choose Bow or my backup weapon - Falchion)
L5 - Rapid Shot
L6 - Improved Precise Shot (Ranger talent)
L6 - Manyshot (Using slayer talent Combat Trick from Human Favored class)
L7 - Power Attack to start beefing up secondary attack

Money is basically spent on standard resistance/protection gear/ +2 Mithral Breastplate / Adaptive Longbow +2 / +1 Falchion / Haversack / Eff Quiver, etc

Which, if any feats would you change (maintaining Archer focus) and what else should I get for the later levels for the mid/late game.

I like the Slayer over the ranger due to its more fluid use of Studied target, and I like more skills or I would have gone fighter.

Thank you