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So my WotR players...well, player to be honest...is planning for the future. Level 20 to be exact, but his planning starts at level 16-ish. He wants to create a Staff of Wish. It will take all 10 charges to cast the Wish spell. By the formula this will cost ~131k gp. His math, and I trust his mathing ability. I have already said that that price is just plain wrong. Ring of 3 wishes is 120k and becomes nonmagical after the 3rd wish. The Tomes of +5 bonus to an ability score are 137k and again are rendered inert after use. This is a 3 Wish per month item basically...and the insanity gets more fun when he gets to level 20 (he is a wildblooded Arcane(Sage) Sorcerer). What do you think it should cost? I don't have an issue with him making this item...I also have a cost in mind...I want to gauge pricing thoughts from the community.
Level 4 spell. Full Round casting time 2-5 Targets After casting the spell, the spell energy takes a round to coalesce high in the air, about 200' (this spell can only be used outside). On the next round the built up energy bolts down and strikes the targets, no save, no attack roll, no spell resistance. Each target takes 20d6 damage, no energy resistance, no DR. So the spell takes a full round and thus is easier to disrupt, then takes 2 more rounds to fully take effect, and can only be used in the outdoors with no tree cover. but does a tonne of damage, has no resistances against it and is autohit with no save. Critiques?
In a recent thread someone mentioned about how the Lycanthropy Oracle curse is a way to gain access to the Aspect of the Beast feat to gain claws. Dual Cursing to take the Wolfscarred Face is a very thematic addition. I like this idea. Can I get some ideas from the gen pop here to make a very solid build? I have put together something through Hero Lab (which incidentally does not see the curse as filling the prerequisite, but that is easy to over ride) but it seems underwhelming. I have initially taken 1/2 orc with sacred tattoo + fate's favored. This also seems very thematically apt to me. Thoughts
So I just finished making an Arcanist. I don't normally play full arcane casters, and when I take an arcane level I usually do it for non-damaging spells. This time I am All-Arcanist; All-Time. Mostly I am buffing, but I have some blast to provide some help. Last session we got jumped by a Hellwasp Swarm. Ugh. Swarm. So, I have a few area spells, but don't memorize many. I have Flaming Sphere and Ball Lightning, do these work on swarms? Are they considered to be "targeting" a single target? Or do they just work their magic in a area of 5x5?
I don't play arcane characters very often. I am looking to retire my Synthesist. Yeah, sure , he is arcane...but not really. He was a death machine that stunned the table with its dominance and makes the DM cry. I tend to think about it as if it was a melee character. I am looking to make an Elf Arcanist. Looking for help and advice..
Greater Weapon of the Chosen vs Misfortune. Greater Weapon of the Chosen:
Misfortune:
Does someone under these effects take the Highest or Lowest roll?
While running our Wrath of the Righteous game the party comes across a Mythic Chimera. So the Sacred Fist Warpriest of the party attacks it...gets a hit...which the Chimera then promptly blocks with it's Block Attack Mythic ability. The Paladin's player then speaks up...use a Mythic Point. The Warpriest player responds that it wouldn't work. The hit has been determined and the action has moved past the point of allowing him to change the roll of the attack. I disagree. 3rd party thoughts?
I have always been a fan of Divine classes...well in previous versions of the game, Clerics. Even for all their power, I have enjoyed the flavour, but this isn't about that. it is about the mechanics. I really don't like Inquistors and Warpriests. Both seem to have really cool abilities...that becomes 'meh' when I put a character together using the class. Inquisitors: More skill points is good. The spell list is decent, though I think it is kind of stunted. Inquisitions/Domains, with no bonus spells from Domains and Inquisitions weak in general these are not as exciting as I would hope. Judgements seem like they should be full of more win, but they aren't. 1/day to start with a slow increase @ 4th plus 3 levels. They scream 15 minute work day. The bonus' they give are just okay. d8 plus medium BAB and Cleric saves. Middle of the road. The teamwork stuff is decent, but with such a true small selection of teamwork feats that are seemingly worth it this ability loses it luster fast. Cunning Initiative and Monster Lore are good... Bane wants to shine...but with it reduced to rounds a day...sigh. Warpriests: Cleric saves, HD, skill points BAB...average Spells..Cleric list is good, stunted casting is meh.
Blessings are good. Weapon focus is all right...good thing that they get one free because... Sacred Weapon relies on it. Again, an ability that wants to be a winner but is rounds a day. The damage boosting portion of Sacred Weapon is terrible. Any warpriest of a martial style gods gets nothing out of this until 10th level, in reality. Fervor. This is good. Sacred Armor. Why so late? Bonus feats and the ability to count as a fighter for feats is decent. So, yeah. They seem to be near the cusp of being good classes but fall short...or am I missing something?
To get Slashing Grace as a Swashbuckler do I need to take Weapon Finesse separately? I assume I do since Swashbuckler Finesse does not interact with slashing weapons on it's own as reading the start of the ability. The last line about having the ability to act as Weapon Finesse for feat requirements seems to lead me in the other direction.
In the Shattered Star, at the end of the first book the party gains fame and prestige in the Pathfinders. One of the perks from this is the ability to exchange a trait you chose at creation fora Pathfinder trait. What do people think is the potential reaction for switching out a trait like Rich Parents or Chosen Child?
What items are there so a fighter can enlarge himself 3-5 times a day. Still low levels (4th right now) and wnat to get this item as asap, so cheapest possible. Also, as a side question, my figter is using the dorn dergar, d10 and uses lead blades (multi ranger). What is his weapon damage with both enlarge and lead blades? 3d6 or 3d8?
So I am proficient with Dorn Dergar and have taken both Dorn Dergar Master and Darting Viper. The scenario is that I am attacking with one DD at adjacent range and one at reach. i attack one adjacent creature and kill it, but did not call that I am fighting 2 weapon style. Can I free action drop one of my DD to grasp the other in both hands to attack an enemy at reach? Can I free action drop and swift action change my adjacent DD to reach? Does this make sense?
This is potentially undefeatable due to Iesha. How many ways are there to add Magic to a Charisma or Diplomacy check (0?)...how many attack spells are Divine (2?)? I am playing Seelah and my spells are Aid and Cure...I've never come across Holy Light or Inflict...she needs luck of spell. The Rogue, Barbarian, Fighter, Ranger are all hooped. As is Monk and Wizard. The Bard and Druid needs to be lucky with spell find like the Paladin. Only Cleric and Sorcerer can handle Iesha out of the box. Am I missing something here?
I am playing solo games to get used to the game mechanics. Used the Paladin and thought she was awesome to use...tore through Burnt Offerings. Now I am thinking of using the Rogue but am worried that there is no way to help recycle her discard pile, which was the str of the paladin (along with good weapons and ways to get bonus dice on pretty much any roll). Anyone with experience on using her?
I made a thread in the Rules area asking about ways that the penalties for 2 weapon fighting can get reduced. Was shown the Duelist Vambraces. Made me wonder about commissioning a pair of wrist slot items that will reduce the penalties, since the precedence is set. What would an item that acted like the Vambraces, except instead of having a deflection bonus to AC, add the penalty reduction to the main hand, cost? Is 8k still a fair price?
Other than the feats what other ways are there to reduce the penalties for 2 weapon fighting? Are there magic properties? Special materials, like how mithril acts for armour? Other feats and stuff? I am playing a PC using Dorn Dergar and will be pursuing the DD Master feat. That leaves me with a -4/-4 penalty after I get 2 weapon fight feat. I would like to reduce it further. I know of the 2weapon archtype for fighters, but that does not kick in until level 11.
Recently got the game and have played the beginner adventure (Brigandoom) and went through the Rise adventure. Well most of it, we were defeated in the 2nd last scenario. We are having a good time are are planning on giving it a go again from the beginning. My question is: Is there a plan to release only scenarios as booster packs? Or even an adventure box with a group of adventures? Maybe booster packs of monsters/boons/banes/etc? Or is it just going to be Brigandoom plus the APs done in card form? |