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Lol... Thanks for your help guys. Great answers as always. At least I know that I do get the 14d6 on the 2nd round if they dont move. That was debated also.


Bah! Overly complex. So.. no ongoing unless they are dumb enough to stick around.. Then full 14d6. Not dissmissable.

I still think they should catch fire if they fail the save and move. I just dont see how you can take 14d6 fire damage with a failed save and not catch fire. Even if its just standard 1d6 fire instead of the spells 4d6.. It just makes sense that a failed save would cause you to flee the area burning like a torch.


Ok.. so your telling me that if I hit a mook with this thing and they are hit for 14d6, the next round (one would assume if they fail the save they are on fire at least. Not to mention that they would still be standing in the same spot.) they do not take any more damage? That just does not make sense. Also, can you point me to the rule stating that you can not dismiss and ongoing SU ability at will?

I really wished they had spent 10min on this description and fleshed it out a bit more.


I am the player in this game running the oracle. The wording on this SU leaves a lot to the imagination... In the spell version it list the ongoing damage as 4d6 or somesuch but in the Oracle SU version it does not list any ongoing damage. I am pretty sure there would be some type of ongoing damage but I/we are not sure if we should follow the spell or if it would be the 14d6 ongoing. Also... Can this SU be released/cancelled at will? I would think so, but the question of this came up during the session and I would like to know for sure.


Ross Byers wrote:
Waylorn wrote:
I see this as nothing more than a money grab.

You think a small price increase on an existing product line is a money grab, instead of a reflection of the production costs of the new format, or a result of Tor and/or Paizo's new cut of the business, or an inevitable increase due to inflation or a fluctuation of the price of printing.

Heck, just Tor printing in the U.S. Instead of China can make a big difference. (I have no idea where Tor print their books.)

Thats your opinion. Glad your happy with this decision. However, you seem to be the minority. The loss of the digital product is just a money grab to make more money on the same product. I never read the physical books. Therefore it just doubled my cost for the same product. No thanks. The books are not that great in the first place.


Well.. I will be killing my sub. No digital is a deal breaker for me. I see this as nothing more than a money grab.


This maybe just me... but the pdf has no index that I can find. 20 bucks for a pdf and no index. It makes it hard to find anything. If pdf's without an index bother you.. Be aware that this one does not have one. (that I can find anyway).


That was interesting but wayyyy to short. I like to buy the epubs to read during my lunch break at work on my phone, but that took about 2 min tops. I guess I will have to start checking the length of the web fiction before buying them. I did enjoy what I would call the introduction to a good book. I love your books and have been reading your work for a long time. At least it was .99 and not 4.99...


calagnar wrote:

Doing two jobs with one character. Healing arcane caster.

Witch(Hedge Witch)
Patron Healing 2:Remove Fear 4:Lessor Restoration 6:Remove Deseas 8:Restoration
Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell. This replaces the witch’s hex gained at 4th level.

Just focus on flow of battle spells. Like web, black tentacles, and charm spells. Along with some save or suck spells like baleful polymorph, magic jar, and flesh to stone. This lets you have somthing to do in combat and out of combat.

Some good ideas here but i think i will go with an oracle or cleric. I am just not sure which one or what kind of build.


We are starting Serpents Skull, and so far we have a druid, magus, swashbuckler, and me. I am going to have to play some sort of healer, but i dont want to "just be a healer". 15 point buy as standard, 2 traits and one free campaign trait. We are also missing trapfinding due to the rouge archtype.

Looking for build ideas, actual builds i can review, general advice, etc. I have never ran an oracle or cleric, but those are the 2 i am looking at. Any advice/help would be appreciated. Thanks in advance!


Chris Mortika wrote:
AerynTahlro wrote:
I also don't feel that the Ioun stone should lock you to a particular skill. If you look up the expanded chart of Ioun stones, you'll see that the Cracked versions of the +AbilityScore stones offer a bonus to one particular skill. I'd argue that the full version of the stone grants you the Int bonus and the flexibility to choose the skill distribution.

How often would you get to decide that? At will? "Hey, it's a trap; I think I'll shift my floating skill ranks to Perception and Disable Device"?

For magical headbands, the skills are hard-wired into the items. If someone with an Ioun stone could shift around her skill ranks, that would make the item far more powerful.

I dont think i would be that cheesy with it. Once the skills are picked.. thats it.


AerynTahlro wrote:
Waylorn wrote:


Clearly it was because you didn't want 24 hours :-p

Yea im sure that is it... You would think with Int 19 i would have caught that. This one is defective and i want a refund!


AerynTahlro wrote:
Just track which skill(s) you dump those ranks in to, in case the stone is destroyed or deactivated.

Ok. So after 24 hours i get 5 retro skill points and need to track those incase its destroyed. Simple enough. I was just wondering why activating it in HL didnt add the skill points.


AerynTahlro wrote:
Waylorn wrote:


The thing is.. if i click it to activate it in herolab, all it does is raise my init by 2. No skill points. Is that right or should it grant me skill points after 24 hours? Totally confused.
This is why I don't use software... the rules are rather complex and the odds of coding for every possibility correctly are nigh impossible.

I can add it as a permanent adjustment and it gives me the skill points. I just want to make sure this is right before sumbiting to my DM.


Chris Mortika wrote:

Ioun stones' bonuses stack with one another, a specific exception to the general rule. So multiple scarlet-and-blue spheres circling (or implanted) each provide a particular skill after 24 hours. [/QUOTE

The thing is.. if i click it to activate it in herolab, all it does is raise my init by 2. No skill points. Is that right or should it grant me skill points after 24 hours? Totally confused.


mdt wrote:
Ultradan wrote:


It just doesn't sound right.

Then I suggest you reread the section of the book on permanent vs temporary stat increases. It explicitly says permanent ones generate retroactive benefits.

The issue here is a copy/paste issue from 3.5. The Ioun Stone should have been updated the same way the headbands were. It should come with a hard-wired skill that you get with it. That's how I handle it in game, and it works fine.

As to orbiting around your head, remember, it can orbit your head without hitting the pillow. It orbits 2 inches above your face if you are lying on your back, or two inches above your ear if on your side.

so after 24 hours it should grant me the 5 skill points? As a sorcerer that is the only reason i took the item. Nobody else in the party wanted it.


Ultradan wrote:
AerynTahlro wrote:
Waylorn wrote:
grants a +2 enhancement to Int. Does this in any way add to your skill ranks? Or is it just a +2 to int and thats it?
+2 to Int would raise your modifier by 1. So yes, it would retroactively increase your skill ranks by 1*HD.

Holy canundrums!

I'm on the fence about this... Not that I'm contradicting your point of view, but it just doesn't seem ok with me. I'm ok with the +1 bonus to all intelligence-associated skills, but the 1 per level extra point/rank... Hmmm.

So when you activate the Ioun Stone, it retroactively grants you an extra 1*HD (say 5 cause the character is at level 5). And then you can place these extra 5 points/ranks in any skill you want. Use the skill, then deactivate the Ioun Stone. A little later on, when facing another type of problem, re-activate the Ioun Stone and place the extra 5 points/ranks in the skill needed at the present moment.

It just doesn't sound right.

Ultradan

In HL activating the stone just gives me a +2 to init. No skill points added.


AerynTahlro wrote:
Waylorn wrote:
grants a +2 enhancement to Int. Does this in any way add to your skill ranks? Or is it just a +2 to int and thats it?

+2 to Int would raise your modifier by 1. So yes, it would retroactively increase your skill ranks by 1*HD.

This Ioun stone doesn't stack with a Headband of Int, though, as both are Enhancement bonuses.

Rocking a sorcerer with this one so no headband. I am using hero labs but i cant seem to get the extra skill points showing. Do i need to add it as a permanent adjustment? Character level 5


3 people marked this as FAQ candidate.

grants a +2 enhancement to Int. Does this in any way add to your skill ranks? Or is it just a +2 to int and thats it?


TriOmegaZero wrote:


I'm currently running with 42 point buy. :P

I rolled stats for kingmaker and got a 62 point buy. Or thats what Herolab shows it to be if you select PB.


Jadeite wrote:


It's a full attack.

Just to be 100% sure, the 2x claws is a full attack and only one claw can be used after a move that isnt a 5 foot step.


If the Summoner's Eidolon has claw attack x2 is that a full round attack or can it take the 2 claws after a move? It looks to me like it would only be one claw after a move.

Eidolon:

Eidolon CR 4
Biped (Claws)
NN Medium Outsider
Init +2; Senses Darkvision (60 feet), Scent; Perception +16
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 52 (+12)
Fort +6, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Claw x2 (Claws) +8 x2 (1d6+4/20/x2) and
Unarmed Strike +8 (1d3+4/20/x2)
--------------------
STATISTICS
--------------------
Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 10
Base Atk +4; CMB +8; CMD 20
Feats Combat Reflexes (3 AoO/round), Toughness +4
Skills Bluff +7, Craft: Blacksmith +5, Knowledge: The Planes +7, Perception +16, Sense Motive +8, Stealth +17
Languages
SQ Evasion (Ex), Magic Attacks (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Magic Attacks (Ex) Your natural attacks are magic.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Created With Hero Lab® - try it for free at http://www.wolflair.com!


I am having problems wrapping my head around this one. I am confused on the effects of delaying vs readying and how it effect initiative. There is also some confusion on the suprise round. I found some good threads on this in the past (should have bookmarked) so how does this work by RAW. One of the main questions is delaying and moving to the top of init order.


Bobson wrote:


As per the spell lists on page 194 of the APG or in the PRD, those are, in fact, the only two school spells for a 1st level fire wizard. Second level spells are Burning Gaze, Fire Breath, Flaming Sphere, Pyrotechnics, and Scorching Ray. You could also have a metamagic'ed Burning hands as a 2nd level spell.

This seems correct from what I have found. I also noticed that Summon monster seems to be acceptable at higher spell levels. Seems odd.


Helaman wrote:


Goes waaaaaaaaaay back to Basic-Expert D&D.

Showing my age with that one :)


Nostagar wrote:
Waylorn wrote:
I must have been picking that up as a houserule or something. Just wanted to make sure. Thanks Guys!

In my other games, like palladium, I also have a house rule that rarely comes up, and that's that you can only level up one level at a time, but again, it's just a house rule.

If you as a first level character manage to somehow defeat a phoenix for example, then you instantly go to level 8 with 200 extra xp...

I think the reason for this was back with D&D 3.x you would spend xp on things other than simply gaining levels, such as certain spells and crafting items & magic...

I think it was either a lefover from a older version or I was mixing up the "cant jump 2 levels" thing. Thanks for the answers guys!


Benicio Del Espada wrote:
If you throw something at them they really can't handle, it should be worth something.

Death if you dont drop some good hints. Ran into this a few times, it always wound up in combat of some sort.


MendedWall12 wrote:
I've never heard of such a thing. There are a lot of different ideas out there regarding how experience works, or should work, but by RAW
d20pfrsrd.com [b wrote:
Advancing Your Character[/b]]A character advances in level as soon as he earns enough experience points to do so—typically, this occurs at the end of a game session, when your GM hands out that session's experience point awards.

As soon as a character gets enough experience they level up. That doesn't mean all the experience beyond what is required gets taken away. At my game, as they suggest above, I tally up experience at the end of every session, and players tally it on their character's sheet. Sometimes at the end of the session they realize they've leveled up and then some. IMHO it would be unfair, and a little mean, to take away earned experience just because they gained a new level.

Of course, as always, YMMV.

Edit: Ninja'd by Kantrip.

I must have been picking that up as a houserule or something. Just wanted to make sure. Thanks Guys!


I am running a fire elementalist and I am having issues finding a specialized school spell for 2nd level. Burning hands worked for first level. (using herolab). Burning disarm didnt work as it is transmutation. It looks like it has to be evocation/fire elemental for me to load it as a school spell. (so far it seems to be requiring both).

Edit:
Ok.. I loaded every first level spell into my spell book and went to my specialized spell tab. The only 2 first level spells that work according to herolab is burning hands and... Dancing lantern. Great!

Is this correct or something I can take to Herolab? It seems kinda limited to me.

Zandakar:

ZANDAKAR BAJADEK CR 1
Male Human (Varisian) Wizard 2
NG Medium Humanoid (Human)
Hero Points 2
Init +2; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 15 (2d6+4)
Fort +2, Ref +2, Will +2
Resist fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+1/19-20/x2) and
. . Quarterstaff +2 (1d6+1/20/x2) and
. . Touch Attack +2 (As Spell/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2) and
. . Ranged Touch Attack +3 (As Spell/20/x2)
Special Attacks Fire Jet (1d6+1) (6/day) (DC 14)
Spell-Like Abilities Dancing Lights (3/day)
Wizard Spells Known (CL 2, 2 melee touch, 3 ranged touch):
1 (3/day) Mage Armor, Color Spray (DC 14), Burning Hands (DC 15), Ill Omen
0 (at will) Disrupt Undead, Read Magic, Light, Detect Magic
--------------------
STATISTICS
--------------------
Str 12, Dex 15, Con 14, Int 17, Wis 8, Cha 7
Base Atk +1; CMB +2; CMD 14
Feats Scribe Scroll, Spell Focus: Evocation, Varisian Tattoo: Evocation, Wizard Weapon Proficiencies
Traits Elemental Pupil: Fire, Focused Mind
Skills Appraise +8, Concentration: Wizard +7, Knowledge: Arcana +8, Knowledge: History +7, Knowledge: Local +7, Knowledge: Nature +7, Knowledge: Religion +7, Knowledge: The Planes +7, Perception +1, Spellcraft +8
Languages Goblin, Orc, Thassilonian
SQ Bonded Object: Ring (1/day) (Sp), Fire Supremacy (Fire damage 1), Hero Points (2), Water
Combat Gear Crossbow, Light, Dagger, Ranged Touch Attack, Quarterstaff, Touch Attack; Other Gear Backpack (12 @ 20.48 lbs), Bedroll, Chalk, 1 piece, Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (3), Rations, trail (per day) (5), Ring, Rope, hempen (50 ft.), Scroll: Darkvision, Vanish, Spell component pouch, Spellbook, wizard's (blank), Waterskin, Wrist sheath, spring loaded
--------------------
SPECIAL ABILITIES
--------------------
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Elemental Pupil: Fire +1 dam when cast damaging spells of chosen element.
Fire Jet (1d6+1) (6/day) (DC 14) (Su) 20' line deals 1d6+1 Fire damage and sets targets on fire for 1d6/round Ref halves/negates.
Fire Supremacy (Fire damage 1) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage.
Focused Mind +2 to Concentration checks
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Varisian Tattoo: Evocation Spells from chosen school gain +1 caster level.
Water You must spend 2 slots to cast spells from the Water school.
--------------------
Created With Hero Lab® - try it for free at http://www.wolflair.com!


I could have swore that I read SOMEWHERE that when you level (say 1st to 2nd) that extra xp beyond the amount needed to get to level 2 is dropped. Is this correct, or do you level to 2nd and half way to third? Im getting old and memory is kinda going on the blink :). Our dm allowed us to progress from first to 1/2 to 3rd. (fine by me, but i would like to know for sure). It could be something i am picking up from a house rule or older version...


I have a buddy running this summoner in one of the games i play in. To be honest I was impressed with the build and I am keeping it as a reference if I ever run one. So take a look at let me know what you think. Things that could be improved, etc. Thanks for reading my worthless post!

Summoner Build:

ZOLIMON QIX CR 4
Male Human (Varisian) Summoner 5
NN Medium Humanoid (Human)
Init +3; Senses Bond Senses (5 rounds/day); Perception +11
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 50 (5d8+10)
Fort +3, Ref +4, Will +7
Defensive Abilities Shield Ally (+2 AC/Saves); Resist Shield Ally (+2 AC/Saves)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +6 (1d4+3/19-20/x2) and
. . Dagger +6 (1d4+3/19-20/x2) and
. . Masterwork Cold Iron Urumi +7 (1d8+3/19-20/x2)
Spell-Like Abilities Summon Monster III (7/day)
Summoner Spells Known (CL 5, +6 melee touch, +6 ranged touch):
2 (3/day) Haste (DC 16), Bull's Strength (DC 16), Levitate
1 (5/day) Shield, Mage Armor, Expeditious Retreat, Rejuvenate Eidolon, Lesser
0 (at will) Acid Splash, Read Magic, Light, Detect Magic, Mage Hand, Arcane Mark
--------------------
STATISTICS
--------------------
Str 16, Dex 16, Con 14, Int 14, Wis 16, Cha 18
Base Atk +3; CMB +6; CMD 19
Feats Augment Summoning, Combat Casting, Exotic Weapon Proficiency: Urumi, Spell Focus: Conjuration
Traits Focused Mind, Looking for Work: Perception
Skills Acrobatics +1, Climb +1, Escape Artist +1, Fly +1, Handle Animal +11, Knowledge: Dungeoneering +8, Knowledge: Nature +8, Knowledge: The Planes +7, Linguistics +10, Perception +11, Ride +5, Spellcraft +9, Stealth +1, Swim +1, Use Magic Device +11
Languages Abyssal, Aklo, Celestial, Draconic, Kelish, Shoanti, Sylvan
SQ Eidolon Link (Ex), Life Link (Su), Share Spells with Eidolon (Ex)
Combat Gear Chain Shirt, Dagger (4), Dagger, Masterwork Cold Iron Urumi; Other Gear Bedroll, Caltrops (5), Case, map or scroll (1 @ 0 lbs), Chalk, 1 piece (2), Charcoal Stick (2), Crowbar, Flint and steel, Grappling bolt (2), Handy Haversack (53 @ 66 lbs), Healer's kit (10 uses) (2), Ink (1 oz. vial, black), Inkpen (5), Iron Spike (5), Rations, trail (per day) (7), Rope, silk (50 ft.) (2), Scroll: Rejuvenate Eidolon, Lesser (CL 7), Shaving kit, Soap, Bar (50 uses), Spade or shovel, Spell component pouch, Torch (5), Varisian Idol, Vermin repellent (5), Water purification sponge, Waterskin, Whiskey, Oldlaw (per bottle), Wide Brim with Buckle
--------------------
SPECIAL ABILITIES
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (5 rounds/day) (Ex) Share your Eidolon's senses.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Focused Mind +2 to Concentration checks
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summon Monster III (7/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
--------------------

Created With Hero Lab® - try it for free at http://www.wolflair.com!

And his good buddy XiX

Eidolon:

XIX CR 4
Biped (Claws)
NN Medium Outsider
Init +2; Senses Darkvision (60 feet), Scent; Perception +16
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16. . (+2 Dex, +6 natural)
hp 52 (+12)
Fort +6, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Claw x2 (Claws) +8 x2 (1d6+4/20/x2)
--------------------
STATISTICS
--------------------
Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 10
Base Atk +4; CMB +8; CMD 20
Feats Combat Reflexes (3 AoO/round), Toughness +4
Skills Bluff +7, Craft: Blacksmith +5, Knowledge: The Planes +7, Perception +16, Sense Motive +8, Stealth +17
Languages
SQ Evasion (Ex), Magic Attacks (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Magic Attacks (Ex) Your natural attacks are magic.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Created With Hero Lab® - try it for free at http://www.wolflair.com!


bigkilla wrote:
Aluminum Falcon wrote:
Those are some pretty hefty stat blocks. Excuse my ignorance, but what do you use to generate them, Bigkilla?
Herolab. Dont play games without it.

As a player in some of Bigkilla's games i second this! Herolab is THE BEST at what it does. (IMHO)of course..


Bobson wrote:

No, there's no rule about it, because the rules don't cover everything that is not true. The challenge for anyone who wants to say that a natural 1 is a failure and a natural 20 is a success is to find a rule which allows that to be true. For weapon attacks, that's spelled out in the combat section.

[url=http://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll wrote:

Attack Roll[/url]]An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target's Armor Class, you hit and deal damage.

Automatic Misses and Hits

A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit (see the attack action).

This therefore becomes the exception to "roll a d20 and add some number, then compare to the target DC". Instead of only rolling a d20, adding your attack bonus and comparing to the DC (in this case, the AC), you have the exception that a natural 1 is a failure and a natural 20 is a success. But that's specifically only for attack rolls.

Nowhere does it have an equivalent rule for skill or ability checks. If it did, you'd always succeed when you took 20 on something, even if that something is "Jump from here to the moon."

Edit: Multiply ninja'd, although I have an example of the silliness it could cause. ;)

Thank you guys for the replys. I needed this one spelled in black and white.


Automatic failure and automatic success only applies to saving throws and attack rolls.

Is this spelled out in black and white ANYWERE in the rules or can someone Ref a rule that is related in someway?


Are wrote:

When using skills, 1 is not an automatic failure, and 20 is not an automatic success.

Automatic failure and automatic success only applies to saving throws and attack rolls.

Thats what i thought but i had to ask. Anyone know where this is in the rule book?


1 person marked this as FAQ candidate.

Is it stated anywhere RAW that a 1 is a fumble on a skill check? If so is a 20 a auto win?


bigkilla wrote:
Waylorn wrote:
The Archetype stacking rules are a bit confusing. Do any of the Archetypes stack with the Zen archer?
None of the archetypes stack with Zen archer. But you can get a drunken master, of the 4 winds on the sacred mountain and have a good ole time.

Heh.. Hello MR DM!


Ævux wrote:

If the monster is huge.. you can attack the rear end of the monster while your ally attacks the front end. Also important when you are reach. A large reach, while being "in melee" puts you far enough away that others can ignore the penalty.

If the monster is large, and the player is small, then you reduce the penalty. But if the monster is large and the player is medium there isn't any difference. The monster would have to be huge before you can reduce the penalties.

At least thats what I gather.

The part im really interested in is if 2 medium creatures are in melee seperated by 10 feet (assume reach weapon or something), do i still take the -4?


The Archetype stacking rules are a bit confusing. Do any of the Archetypes stack with the Zen archer?


Page 184 Core rule book.

Shooting or Throwing into a Melee: If you shoot or
throw a ranged weapon at a target engaged in melee with a
friendly character, you take a –4 penalty on your attack roll.
Two characters are engaged in melee if they are enemies of
each other and either threatens the other. (An unconscious
or otherwise immobilized character is not considered
engaged unless he is actually being attacked.)
If your target (or the part of your target you’re aiming at,
if it’s a big target) is at least 10 feet away from the nearest
friendly character, you can avoid the –4 penalty, even if
the creature you’re aiming at is engaged in melee with a
friendly character.
If your target is two size categories larger than the
friendly characters it is engaged with, this penalty is
reduced to –2. There is no penalty for firing at a creature
that is three size categories larger than the friendly
characters it is engaged with.
Precise Shot: If you have the Precise Shot feat, you don’t
take this penalty.

So if that is correct you dont take a -4 if they are 10 feet away and engaged in melee? Does the creature have to be larger than the PC to reduce the -4?


Zizazat wrote:
nidho wrote:


PFRPG p.185 Touch Spells in Combat.

this is the relevant text from the PRD:

Quote:


Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

edit: Not the same wording certainly, but armed attacks and weapons are synonyms mechanically.

Thanks to you both for the references!

So... this makes presice shot almost a must have for any spell caster using range touch.


Mr.Alarm wrote:
Diabhol wrote:

I like Feeblemind + Ray of Stupidity.

That's a good one too.

What are some good low level combos? 0 to 4th lvl spells...

Loving the combos, we need MOAR!


qlawdat wrote:
Dirty Rat wrote:
Aqueas Orb + Hideous Laughter
+1. Very clever.

Agreed.. This could get interesting!


So pretty much the best thing to do is run wizard 20 with the way its setup? Sorry, cant swap stats...

I did get a few of the things i wanted with feats/skills. And its been fun playing him so far.


Darksmokepuncher wrote:

Sure. First of all, I'm at work so I'll have to do this a bit later today. Secondly, What point buy are you using (or what die rolls did you get?) and what source books are allowed? Do you want to mix in the wizard fighter levels or take all of then then all the other? What level are you starting at?

Thanks

Hit my spoiler in the first post.. I rolled 2 18's with this one :). We are only allowed PF Core or pretty much go by Hero Lab. We do have access to the APG and extra packages for HL.


Darksmokepuncher wrote:

You could go 5 levels of wizard and 2 levels of fighter then predtige class to eldritch knight and continue gaining your wizard spells and be able to fit in melee. Take the magical knack trait and you'll keep a full wizard caster level too. :)

My Eldrithc knight also took craft wondrous item so I made all my gear, pumped up my dex and int so I have brutal spell DCs and I wear no armor but my AC is as high as our full fighter at 17th level. :P

Could you post a build of this? I know very little about multiclassing and really dont want to end up with a high fluff low power build. This game is BRUTAL.


brassbaboon wrote:

It's very hard to say without knowing what your goals and motivations are for the character. When I want to multiclass another class in with an arcane spellcasting class, I usually opt for sorcerer because of the higher number of spells per day. Usually there aren't a whole lot of spells that fine tune the concept, so the limitation on spells known isn't usually a big drawback, and that can always be addressed with magic items.

I had never thought of it before, but thinking back, wizard is probably the one class I've never dabbled in other classes. I've always been too eager to gain wizard levels and never saw any other class as nearly the benefit for my characters as another wizard level was.

But I've done lots of rogue/sorcerers, ranger/sorcerers, fighter/sorcerers and even once in 3.5 dabbled in spellthief/sorcerer.

I've thought about a rogue/wizard mix, because rogues can benefit from lots of spells, but never actually built one.

The goal or motivation of the character is to be a Wizard that has a few other tricks up his sleeve. Kind of a street figther that learned the power of magic to aid in fighting. Check some of my trait selections and feats.

I dont know if the concept is workable as i started with a wizard. But i got to thinking of gravity bow and a lvl of ranger or 2...


Currenly I am running a 1st lvl Wizard in one of the games im in. Is it worth it to bust out and multi class? What are the best classes for a wizard (i want wizard to be a large part of the build)?

Any advice is appreciated. Thanks!

Wizard:

WAYLORN CR 1/2
Male Human Wizard 1
NG Medium Humanoid (Human)
Init +4; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 10. . (+4 Dex)
hp 8 (1d6+2)
Fort +2, Ref +4, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Quarterstaff +2 (1d6+3/20/x2) and
. . Touch Attack +2 (As Spell/20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Crossbow, Light +4 (1d8/19-20/x2) and
. . Ranged Touch Attack +4 (As Spell/20/x2)
Wizard Spells Known (CL 1, 2 melee touch, 4 ranged touch):
1 (3/day) Color Spray (DC 16), Sleep (DC 16), Mage Armor
0 (at will) Disrupt Undead, Light, Sotto Voce (DC 15)
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 14, Int 20, Wis 13, Cha 11
Base Atk +0; CMB +2; CMD 16
Feats Academy Graduate, Cosmopolitan: Sense Motive, Perception, Scribe Scroll, Wizard Weapon Proficiencies
Traits Black Sheep - Titus Scarnetti: Stealth, Extremely Fashionable: Intimidate
Skills Bluff +5, Concentration: Wizard +6, Diplomacy +1, Intimidate +5, Knowledge: Arcana +9, Knowledge: Dungeoneering +9, Knowledge: Religion +9, Perception +5, Sense Motive +5, Spellcraft +9, Stealth +9
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Infernal
SQ Bonded Object: Ring (1/day) (Sp), Hand of the Apprentice (8/day) (Su)
Combat Gear Crossbow, Light, Dagger, Quarterstaff, Touch Attack, Ranged Touch Attack; Other Gear Backpack (13 @ 5 lbs), Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (10), Ring, Rope, silk (50 ft.)
--------------------
SPECIAL ABILITIES
--------------------
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Hand of the Apprentice (8/day) (Su) Throw the melee weapon you are holding 8/day.

Created With Hero Lab® - try it for free at http://www.wolflair.com!

A side note: Do Wizards get to make knowledge checks untrained?


Can someone explain how to calculate the DC for scribing a scroll? Somehow my DM came up with a dc of 21 for mage armor... Somehow that does not sound right.

I found this line under magic item creation: The DC to create
a magic item is 5 + the caster level for the item. So would that make the dc for a first lvl scroll (first lvl wizard) a 6?

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