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![]() Corodix wrote: Chill Touch might be an interesting choice instead of Shocking Grasp, one cast can give you multiple touch attacks at higher levels, allowing you to cast it once and then cast other (non-touch attack) spells on subsequent rounds while still delivering attacks from that spell through spell strike. Is that legal? I thought as soon as you cast another spell the previous spell ended, along with any unused touches? ![]()
![]() I usually give out info about the creatures abilities as follows.. Any check = creature type and therefore the creature traits from B1 DC 10 + CR = creature name and one of it's abilities. DC 10 + CR +5 = For each +5 thereafter I give out an extra ability [covering everything from resistances to SLA's etc]. If the creature is rare then those DC's start out at 15 + CR, and unique creatures start at 20 + CR. Pretty standard from the core rules. I then use the following house rule.. Knowledge Skill rolls:
You may re-try once [with no bonus] as a full round action. *When I’m trying to recall something I know, the longer I have the more info I’m going to remember. ![]()
![]() Writer wrote:
No sane person would allow a threat range of 100+ ft period. Not only do the rules NOT support your wishes but your DM should be telling you No, No, No. I'm about to start playing a Zen dude at level 9 and there is no way on earth [or golarion] that that is going to fly. I'd be embarrassed to even suggest it as a possibility. ![]()
![]() Wasum wrote:
You forgot to add IMO... Not liking the build is fine, reasonless dislike is not helpful to anyone, especially the OP. ![]()
![]() Some of the latter parts of Serpent's Skull are horribly unfinished. One, in particular has no encounter maps, at all! Just a load of encounters in a city - make sure the DM is prepared for a LOT of work. If 1-20 isn't a must and you just want a well written adventure to play and enjoy I would recommend Red Hand of Doom. Although written in 3.5 someone nice has converted all the monsters to PF. It runs from level 5 [you could do some intro stuff before that] and runs to level 12ish. ![]()
![]() Adamantine Dragon wrote:
A 4! Seriously! I think it's a solid Feat that's good from around an 8 and a half myself. ![]()
![]() It's the casting a spell and full attack that seems pretty strong to me but I guess the spell list is where the designers have "balanced" that ability out. I would have thought [in fact did!] that just casting and attacking in the same round was good enough of an ability to make the class stand out. You live and learn! ![]()
![]() Lets say you have Bab 6/1. Can you.... Full attack [in this example you'll get 2 attacks from bab 6/1]
Basically going... Full Round Attack, then Standard Action, then Standard Action - all in one turn? Oh I guess you can shove a 5ft. step in there somewhere too! The downside to having way too many actions in one round being a -2 to your attacks and making a Concentration roll! Really? ![]()
![]() Have you considered an update for Ultimate Races?
Orc looks like a nice option. Favoured class bonus +1hp for Wolf. 20 point buy
Pump Wis at level 4, plus buy a Headband of Wisdom +2 for minimum spell coverage.
Choose Orc Double Axe as weapon [shame about the 20 only crit mod]. You could go with two longsword and eat the -4's but that would make power attacking dodgy, example at level 8 you'd have...
I'm looking at this progression.. 1st: Power Attack
For the Wolf Feats...
Side Note: Co-ordinated Charge requires 2 previous Teamwork Feats to qualify. [EDIT] Removed comment/suggestion regarding Imp. Trip for the AC D'oh! ![]()
![]() I think the gp rewards are made up. This may be a sign of "rust" however, and with time he may [you hope] realize that the party isn't suddenly going to become massively overpowered through the exploration of the city. Having overpowered PC's is a common worry, DM's [at least decent ones] should keep things balanced but it's an easy trap to fall into to think that gp's are the best way to "control" those worries. Talk to you DM, tell him your concerns, hopefully you'll be able to come to a compromise. ![]()
![]() A Brass Golem CR14 would be another good option to by-pass the magic. Other CR14 offerings include... Demilich - what's not to like about playing a Demilich! Div, Sepid - After 45d6 damage over 3 rounds to soften the PC's this guy has a nice array of Sp to make things interesting. Worm that Walks - Great for messing with those low Will saves. |