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I am currently playing a druid. I have taken the Natural Spell feat and assumed that would allow me to cast spells whilst in air elemental whirlwind form. My GM says that, whilst in whirlwind form I can't cast spells which have a somatic component, since I am made of air and therefore can't gesture. Isn't that the whole point of the Natural Spell feat, or am I missing something?


I've been looking at the Deific Obedience feat as a possibility for my current character. Can anyone tell me what the specific obedience is for a follower of Shizuru, and what are the granted benefits/boons?
Thanks.


I've been looking at the Deific Obedience feat as a possibility for my current character. Can anyone tell me what the specific obedience is for a follower of Shizuru, and what are the granted benefits/boons?
Thanks.


Does anyone know of a weapon special ability which gives a bonus to attack rolls to confirm critical hits? I'm an inquisitor so I don't get access to the Critical Focus feat until 12th level, and I'd rather not spend a precious feat to gain this ability. I've taken the Craft Magic Arms & Armour feat and I'd like to try adding the ability to my weapon, maybe using the Unerring Weapon spell?


Thaago wrote:
Yup, Vampiric Touch is untyped damage... but you should be careful with that in home games, because I think a lot of GM's would homerule it as a death effect (especially if your char uses it a lot and they want to throw an encounter at you balanced around the rest of the party). Mind spelling out how you got 115 out of it? I love the spell and haven't gotten it that high (intensified+maximized = 15d6=90? I'm missing a +1 per level somewhere :P).

Am I misinterpreting the Intensified feat? The description states

"Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell’s actual level."

Vampiric Touch deals 1d6 points of damage per two caster levels (maximum 10d6 at 20th level), so you would have to be 30th level to gain the extra 5d6 damage.


blahpers wrote:
I believe this is the spell in question.

Thanks. I'm currently playing an Inquisitor so I'll have a word with my cleric buddy in the party and see if we can co-operate over this.


mplindustries wrote:

Another trick for snagging the double damage is the 2nd level Cleric spell, Bestow Aura.

Can you point me to the source for the Bestow Aura spell? I can't find it.

Thanks


I absolutely agree that the judgement surge applies for the entire duration of the judgement, which I take to mean one whole combat. However, I think that it applies only to the judgement or judgements which are active at the time, and at 1st level you can only have one judgement active at a time.
At 1st level if you activate the Destruction judgement in round 1 of a combat you gain +2 damage because of the surge. If you then swap to the Healing judgement in round 2 you gain +2 healing per round, but you lose the +2 damage because the surge applies to the active judgment and by swapping to Healing you have effectively switched off the Destruction judgement.
I agree that it is a great feat though, particularly at lower levels.

If you use Divine Favour you might want to have a look at the faith trait Fate's Favored which adds +1 to any luck bonus you are currently under the effect of.


When you say that the Piercing Judgement gives your Divine Favour a boost, I think you might be misinterpreting. The description of a Piercing Judgement is 'This benefit grants a +1 sacred bonus on concentration checks and CASTER LEVEL CHECKS MADE TO OVERCOME A TARGET'S SPELL RESISTANCE.' The surge increases this by 3 levels, making your bonuses +2. It doesn't actually give you a bonus to your caster level, so your Divine Favour at level 1 only gives +1 to attack/+1 damage.
When you activate your Destruction Judgement, you gain +1 to damage, increasing to +2 by virtue of the surge, giving you a total of +1 to attack/+3 damage (the damage stacks as divine favour is luck and the judgement is sacred/profane).
When you cast Wrath you gain a +1 morale bonus to both attack and damage (against 1 creature), giving a total of +2 attack/+4 damage.

Note that, even if you are right about the Piercing Judgement giving you actual caster level boosts, you have swapped out Piercing in favour of Destruction in round 2 so it wouldn't apply anyway - you can't have more than 1 active judgement until 8th level.
At 1st level +2/+4 is still not to be sniffed at though.


Gandal wrote:

As per the title,and i'm no expert at inquisitors.

I know they are a mixture of stealth and paladin but that is all.
So far he is thinking about the Conversion Inquisition and deity Sarenrae, but we'll need some advice how to optimize it.

Work so far, lacking name,equip and other details.
** spoiler omitted **...

I recently played an inquisitor up to 6th level, until the party was wiped out mid adventure by a plant of all things. A story for another day.

My inquisitor was created to play second fiddle to the main front rank melee fighter, and to hopefully frighten the pants off the opposition by maxing out his intimidate skills.
I opted for human to take advantage of the favoured class bonus of extra spells known, then went all out for intimidate.
I took the conversion inquisition, and the alternate racial option of Focused Study/Skill Focus intimidate at 1st. Masterful Demeanour and Intimidating Prowess put yet more pips in intimidate. The 2nd level spell Blistering Invective complements intimidate nicely, and I intended to take the Dazzling Display feat so I could intimidate the hell out of many, many monsters, but unfortunately the GM killed us before we got there. I think he was running scared because I was just soooo scary.
I was starting to shape up as a half decent melee fighter thanks to Weapon Focus and Extended Bane feats, bane and judgement class abilities, and spells like Divine Favour, Weapon of Awe, True Strike.
I was just starting to enjoy myself so I'm taking pretty much the same character in the next campaign, see what he's like beyond 6th.


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This is my first post so please bear with me if I'm going over old ground here.
I'm a fairly new player who's joined a well established group and I don't understand the way they are applying the rules for adding special abilities to arms/armour. The bit I'm having trouble with is the crafter's caster level.
Rules state 'For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.'
If I want to add Brawling to my masterwork armour, the Brawling ability has CL5, costs +1 bonus, and I need to add a +1 enhancement bonus in order to add the special ability. I understand this to mean that the +1 enhancement bonus requires CL3 and the Brawling is CL5, so I need to be the higher of the two, i.e. CL5 (I get that I'd have to be CL5 anyway in order to take the Craft Arms/Armour feat)
My group is interpreting the rules differently, adding the +1 cost bonus for the special ability to the +1 enhancement bonus, making the armour effectively +2, which gives a minimum caster level of 6.
Their argument seems to be that if you take it to extremes and stack multiple abilities onto a single item, you could end up with a fairly powerful item potentially created by a relatively low level caster. My feeling is that the cost in both time and money balances this out - a low level character is not likely to have the funds.
Another question comes to mind - if my armour already has a +2 enhancement bonus and I want to add Brawling, do I need to count the CL for the existing enhancement bonus, or is that only relevant if I am actually adding the +2 myself?
I understand that each group can create their own house rules, and if this is the way they have decided to work it then I am happy to accept it, but I would like to know what the general consensus is.
Sorry if this is a bit long winded, I just wanted to be clear.