Varisian Statue

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If you were a 20th Level Sorcerer going up against another 20th level Sorcerer in a spell duel what would you plan to do?

What notable spells would you want for buff?
What tactics would you use?
Attack Plan?
Defense Plan?
Contingency Plan?
Other Thoughts?

Assumptions:
-A reasonable period for buffing before the duel.
-Opponent is Imperial Bloodline (immune to death and energy drain)
-You are an Arcane, Shadow, or Imperial bloodline.
-Both sorcerers must have Wish as a spell known.
-Opponent is over-equipped vs standard wealth by level (epic stat array, +5 inherent for each stat, etc.)


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The monkey domain caught my eye and I started to think about the viability of a Druid-Rogue. The monkey domain gives you a monkey familiar for aid another, bonus to several rogue skills, and ranged legerdemain.

Anyone try this? Thoughts on how to make a feasible build?


Suppose an Archer takes the full attack (3 attacks) option while threatened by someone with Combat Reflexes.
Does the Archer provoke 3 Opportunity Attacks (one for each attack) or only 1 because the Full Attack is part of the same action?


Is there a feat/class-feature that allows one to retain the Buckler AC bonus while using your offhand to attack?


Is Whirlwind Attack worth the 5 feats it takes to acquire?
What classes is it worth it for? What classes is not not worth it?


Several mundane armor modifications were released with Pathfinder Chronicles: Faction Guide

Deflecting
Whenever an opponent strikes at the wearer with a bludgeoning or slashing melee weapon and misses by 5 or fewer, the wearer gains a +1 circumstance bonus on his next melee attack roll against that opponent. This attack must be made in the next round or the bonus is lost.
In addition to increasing the armor’s base cost and weight, this upgrade reduces the wearer’s speed by 5 feet; the Slow and Steady dwarven racial ability enables dwarves to ignore the associated speed penalties. The listed costs are for including this modification to nonmagical armor; increase the cost by 50% if adding to a suit of magical armor.
Cost: +1,000 gp; Weight: +10 lbs.

Jarring
Whenever an opponent with a melee weapon strikes at the wearer using the Power Attack feat and misses by 5 or fewer, he must make a Fortitude save or be sickened until the end of his next turn. The save DC is 10 plus the bonus that Power Attack would have applied to the damage roll if the attack been successful.
In addition to increasing the armor’s base cost and weight, this upgrade reduces the wearer’s speed by 5 feet; the Slow and Steady dwarven racial ability enables dwarves to ignore the associated speed penalties. The listed costs are for including this modification to nonmagical armor; increase the cost by 50% if adding to a suit of magical armor.
Cost: +1,000 gp; Weight: +20 lbs.

Vital Guard
Whenever an opponent scores a critical threat against the wearer, treat the wearer’s armor bonus as +2 higher than normal for the confirmation roll.
In addition to increasing the armor’s base cost and weight, this upgrade reduces the wearer’s speed by 5 feet; the Slow and Steady dwarven racial ability enables dwarves to ignore the associated speed penalties. The listed costs are for including this modification to nonmagical armor; increase the cost by 50% if adding to a suit of magical armor.
Cost: +500 gp; Weight: +15 lbs.

How do the speed reductions work with the Fighter class Armor training?


Why is ghost touch armor a +3 quality, but ghost touch weapon is only +1?
Am I missing something with the Ghost Touch Armor property?

The armor property takes something from 0% effective to 100% effective while the weapon property goes from 50% effective to 100% effective. Does that account for the wide disparity?

Thank you for sharing your insight.


Is there a difference between "Readying a Weapon against a Charge" and "Readying an attack when enemy gets in range"

Specific example: I have a brace weapon, let's say a long spear. Mounted enemy is 25' away. I want to attack when they get within reach. If they charge I want to do double damage.
A) Do I have to ready to receive a charge (2x damage on a hit) ~~OR~~ ready an attack (1x damage on a hit)?
B) Can I ready an attack and if they are charging do 2x damage ~~AND~~ if they are not charging do 1x damage on a hit?

At the time GM ruled I had to ready one or the other. The enemy is going to see me ready an action. Then it was a guessing game as to what they would do once they saw me ready. It didn't feel right to me.

From PRD:

Readying a Weapon against a Charge: You can ready weapons with the brace feature, setting them to receive charges. A readied weapon of this type deals double damage if you score a hit with it against a charging character.
Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character (see Combat).


Can a creature suitable for use as a mount, with non-animal intelligence, select and benefit from Mounted Combat, Ride-by Attack, and Spirited Charge?

Another way to phrase it: if you are suitable to be a a mount, can you 'ride yourself'? Once the jokes are over I would appreciate your input.


I have a gnome/fey-blooded sorcerer who knows Minor Image. The party will be coming up against enemies that familiar with magic and have spellcraft.
Is there any point in casting an illusion in combat (while observed)?
Do enemies that successfully make the spellcraft check automatically disbelieve?
Do they get an automatic save to pierce the illusion?
If I am invisible first do they get a spellcraft check?