I am not sure, based on the wording of overcharge taking a standard action, which can include a ranged attack, like Shot on the run allows. Just not sure.
An aerokinetist can do a pretty good job of imitating a windrunner. Use the electric kinetic blade to imitate a shard blade blade. Take the talent that lets you summon a small elemental to represent the spren.
A light Weaver is almost certainly some type of mesmerist
Deathward. If there are undead, might be undead, or the slightest possibility of undead exist in a game at that level. Deathward, laugh at liches,ignore the incorporal.
What the title says. My players tried it after killing the phoenix before it resurrected. I ruled that it failed (partly because I had added the angel inhabited template. I ruled that the spell failed but the onix was not consumed. Thoughts?
And I was just looking at it, apparently herolab does not add the extra damage for blooded arcane strike. So using vital strike during a rage takes it up to 8d6+31 or 8d6+34 once a rage with powerful blow.
I hope you took note of the buffed AC. Or even the unbuffed AC. But yeah, even with mediocre stats, a lot of raw offence by sacrificing everything else. Even ok mobility.
I am the guy in the group that always dies. I don't mind, I like building characters. Some of the deaths are my fault. The last one was not, the guy on watch missed the gouls sneaking up on us till they were in charging range. I got paralized, then cou de graced. We only have one session left until we switch DMs and thus campainges. Rather than try to fill the ranged roll that I have been taking, I am maximizing my raw offence within the stats I rolled. I am ignoring defense almost entirely. The character need not survive, only destroy as much as possbile in his way while he lives.
Stats rolled are:14 14 13 12 12 12
bloodrager:
Ditholithis Odre Andris
Human bloodrager (primalist) 9 (Pathfinder RPG Advanced Class Guide 15, 84)
CN Medium humanoid (human)
Init +1; Senses Perception +13
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 119 (9d10+45)
Fort +9, Ref +4, Will +4; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 1/—
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Offense
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Speed 40 ft.
Melee +1 furious impact greatsword +15/+10 (3d6+8/19-20)
Special Attacks blood casting, bloodrage (23 rounds/day), claws
Bloodrager (Primalist) Spells Known (CL 9th; concentration +11)
2nd (2/day)—ablative barrier[UC], glitterdust (DC 14), mirror image, resist energy
1st (3/day)—blade lash[ACG], long arm[ACG], mage armor, ray of enfeeblement (DC 13), shield, wave shield[ACG]
Bloodline Abyssal
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Statistics
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Str 20, Dex 12, Con 16, Int 12, Wis 12, Cha 15
Base Atk +9; CMB +14 (+15 bull rush); CMD 25
Feats Arcane Strike, Blooded Arcane Strike[ACG], Combat Reflexes, Eschew Materials, Power Attack, Reckless Rage[ACG], Toughness, Vital Strike
Traits bloodthirsty, dangerously curious
Skills Acrobatics +13 (+17 to jump), Climb +11, Intimidate +14, Perception +13, Spellcraft +7, Swim +11, Use Magic Device +15
Languages Common, Giant
SQ demonic bulk, fast movement, rage powers (powerful blow +3, reckless abandon[APG])
Combat Gear potion of fly, runestone of power (1st)[ACG], runestone of power (1st)[ACG], wand of cure light wounds; Other Gear +1 furious impact greatsword, belt of giant strength +2, headband of alluring charisma +2, ioun torch ioun stone[APG], talisman of beneficial winds, lesser[OA], 25 gp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect and multiplies with Vital Strike.
Bloodrage (23 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Magic Claws (Su) 2 Magic Claw attacks deal 1d8 damage.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Blow +3 (1/rage) (Ex) One attack per rage deals extra damage.
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Vital Strike Standard action: x2 weapon damage dice.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Buffed Bloodrager:
Ditholithis Odre Andris
Human bloodrager (primalist) 9 (Pathfinder RPG Advanced Class Guide 15, 84)
CN Large humanoid (human)
Init +0; Senses Perception +13
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Defense
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AC 8, touch 4, flat-footed 8 (+4 armor, -1 size, -5 untyped penalty)
hp 137 (9d10+63)
Fort +11, Ref +3, Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 1/—
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Offense
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Speed 40 ft.
Melee +3 furious impact greatsword +18 (8d6+29/19-20) or
2 claws +10 (4d6+10)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (23 rounds/day), claws
Bloodrager (Primalist) Spells Known (CL 9th; concentration +11)
2nd (2/day)—ablative barrier[UC], glitterdust (DC 14), mirror image, resist energy
1st (3/day)—blade lash[ACG], long arm[ACG], mage armor, ray of enfeeblement (DC 13), shield, wave shield[ACG]
Bloodline Abyssal
--------------------
Statistics
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Str 26, Dex 10, Con 20, Int 12, Wis 12, Cha 15
Base Atk +9; CMB +17 (+18 bull rush); CMD 23
Feats Arcane Strike, Blooded Arcane Strike[ACG], Combat Reflexes, Eschew Materials, Power Attack, Reckless Rage[ACG], Toughness, Vital Strike
Traits bloodthirsty, dangerously curious
Skills Acrobatics +12 (+16 to jump), Climb +14, Intimidate +14, Perception +13, Spellcraft +7, Swim +14, Use Magic Device +15
Languages Common, Giant
SQ demonic bulk, fast movement, rage powers (powerful blow +3, reckless abandon[APG])
Combat Gear potion of fly, runestone of power (1st)[ACG], runestone of power (1st)[ACG], wand of cure light wounds; Other Gear +3 furious impact greatsword, belt of giant strength +2, headband of alluring charisma +2, ioun torch ioun stone[APG], talisman of beneficial winds, lesser[OA], 25 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect and multiplies with Vital Strike.
Bloodrage (23 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Magic Claws (Su) 2 Magic Claw attacks deal 1d8 damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Blow +3 (1/rage) (Ex) One attack per rage deals extra damage.
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Vital Strike Standard action: x2 weapon damage dice.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Can I change anything to get more bang out of him.
As soon as my mythic 2 Alchemist 14 gains another mythic teir, he is going to buy take mythic brew potion and buy himself a scroll of wish. Then he is going to craft himself a potion of wish. And use Alchemical Alocation to give himself a plus 5 inherent bonus. Plus other crazy stuff.
Speaking of a preserving flask, has anyone else caught on to the fact that a preserving flask and a boro bead mean a once a day extract that can be used forever.
Str to damage would not help me. I rolled 15 14 12 12 11 10. Kinda bad. With my build I do not use any stat for damage. I am relying on studied combat and deadly aim for damage. I have pumped all my stat increases into Int and used a belt to get the dex to 18. With empiricist archetype and a few choice traits, my skills through the roof. Infusion and combine extract and I make an ok Buffer. I have a paladin, a ranger, and a ninja to stand in front of me (the ninja and the paladin's mount are in am AC race, both have ACs in the high 30s).
Sickening Offensive also allows no save debuffing.
Studied combat would most certainly work. According the dev comments I found, firing a double barreled pistol is a single attack with two rolls. I would obviously like to be able to make hit worth 10d6 (13th level character) but I am not sure that it works that way. I am also not sure it does not.
Ranged study feat, half elf exotic weapon proficiency. I am just trying to figure out if the studied strike damage works with both barrels because it is one attack to fire both.
Quote:
Ranged Study
You can use a limited form of studied combat and studied strike with a weapon of your choice.
Prerequisite(s): Weapon Focus with the chosen weapon, studied combat class feature.
Benefit: Choose one kind of ranged weapon. You gain the bonuses for studied combat with your chosen weapon and can use studied strike with your chosen weapon as long as the target of your studied strike is within 30 feet of you.
Normal: You gain the bonuses for studied combat and can use studied strike only with melee weapons.
I recently saw a mention of a feat that grants an animal companion on the forums, but I am not able to find it again. Can someone tell me the name of the feat and where it is from. Thank you
I find that I want to share the rather hilarious indecent that happened at my last gaming session.
Our party had infiltrated the fortress where we were retrieving the Horn of Macguffin. We had obtained the horn and destroyed the undead that tried to destroy us on as we turned to leave. On the way back out through to library we of course tried to do some additional looting.
We then located (thank you detect magic) some magical books. One of the party went up a ladder to get them and returned empty handed, having spotted a wraith guarding the books. My catfolk swashbuckler then went up to try and retrieve them (he has a climb speed).
My swash buckler went up and was attacked by the wraith. He was going the try to draw it back down but before he could, the wraith critted him and he was stunned for a round. (We use the Crit and Fumble Cards). My Cat fell.
The wraith followed and the rest of the party got involved. The Oracle had already decided to be helpful and just after I fell, the air elemental he had been summoning arrived and charged the wraith, turning into a whirlwind. The wraith ignored it and followed me down. The monk and fighter started to go to work on it and then the whirlwind followed it down. The whirlwind actual made it harder for us because of the miss chance. After getting a couple on those battering it and being quite well battered itself, the wraith moved off into the debris field of the whirlwind and we lost sight of it. Everyone spread out looking for it.
I stepped away and took a total defense. The wraith then swooped back out of the whirlwind and critted me again. Here is where it gets funny. This time, I was petrified for 1d4 hours. The wraith then flies away and after a minute or two the rest of the party can hear it pointing us out to the rest of the undead filling the place.
At this point, we are half an hour over our normal quitting time, I had to work early the next morning and I was obviously out of it for the night so I left.
After I had done so, I realized the my swashbuckler catfolk was neither alive nor dead and the actions of my party members would decide how he would end up.
I later got an email from the GM. My party bugged out, but if I wanted my character survived and was aided by someone else we had encounter. And became a half construct (from the race builder). So now he is permanently alive and not alive.
So, that is one way to help supplement the swashbuckler's week Fort save.
well it won't let anything you to the discussion I can tell you what happened in our home game. The DM rules based off of many of the arguments above, but after being glitter dusted our ninja was able to become invisible again. However because the glitter dust continue to glow he was pinpointed but still receive the concealment.
Has there been a clarification on if and animal Shamen can wild shape at 4th level (I think they can not) and how many times they can wild shape at 6th (and if they can wild shape into their animal extra times).
Oh, and the only work of fiction that I can think of off the top of my head that uses slings is The Wheel of Time. And there, it is mainly used for killing rabbits, not trollocs.
With the exception of David, I can think of no great and well known users of the sling. This is probably part of it. In real life, the sling was used for hunting small game and as a military weapon by the Greeks, Romans, and Aztecs. Pathfinder seems be be set in a world that has advanced beyond the sling, with the bow and crossbow. Having played with one a bit, I would say that beyond twenty feet or so (the range at one might startle a rabbit or a bird) it would be difficult to hit a target. As such, it is best suited toward volley style shooting.
That being said, a halfling can get quite a bit of use out of the sling if they take the right feats. They would not get multi shot, but crossbows and guns also do not.
If the party has a cleric, then they can prepare a couple of inflict light wounds. Otherwise you are looking at potions and wands. That is not to bad since that is how most healing is carried out.