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.
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.
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.
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.
Gandal wrote:
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.
This is my first post so please bear with me if I'm going over old ground here.
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