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Silver Crusade

Here, listen to the first three episodes. They go into great depth about these three modules.

https://rpggeek.com/rpgpodcast/7015/chroniclespathfinder-podcast

I don't know how to link outside sites, if someone wants to for me. Otherwise, just copy/paste.

Silver Crusade

PM sent.

Silver Crusade

PFRPGrognard wrote:

It's not really a problem beyond forum hand wringing. I've run this adventure about five times over and it's never been an issue.

There's a magic weapon in that room and if the PCs have a cleric, the shadow usually isn't too much trouble. Also, there are plenty of directions in which the PCs can run if needed.

Due to the story of that shadow, I like to run it that if a PC brandishes a torch at it, it will recoil in fear. It doesn't matter that it can't be damaged by it, it only matters that it is afraid of fire. This can give the PC's time to discover the wand or the dagger, or to run away if needed. To keep the challenge, give the shadow a will save every round that the torch is in it's face.

Silver Crusade

UnArcaneElection wrote:
If you're talking about Weapon Trick (Polearm, Choke Up), I think this won't work with Spell Combat, because it requires that you have nothing in your other hand, and Spell Combat is equivalent to having something in your other hand according to the Errata on Slashing Grace and Fencing Grace, which also require you to have nothing in your other hand.

Yeah, I noticed that, too. I think I'll stick to a whip-wielding magus. ;)

Silver Crusade

Kurald Galain wrote:

The rules on Style Feats specify that "You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style." Therefore you must be in spear dancing stance for any and all benefits of spear dancing spiral.

It may be easier to take Weapon Trick Polearm to get a one-handed reach weapon. It gives some penalties, but Weapon Trick + Focus + Specialization is still fewer feats than the whole Spear Dancing line, and doesn't eat your swift actions.

If you don't care about OAs, then the Lunge feat is even easier; and of course there's the Long Arm spell.

For really absurd amounts of reach, note that all of these stack with each other if you're so inclined.

Well, alrighty then. There is a RAW reason why this won't work. Much appreciated Kurald. I guess I'll have to settle for the equipment trick route or a two-level dip in titan mauler barbarian.

Silver Crusade

Volkard Abendroth wrote:
If you want to use a polearm one-handed with reach, you will need to use Spear Dancing Reach.

I respectfully disagree. Please show me through the rules where the flaw in my logic is in my above post.

Silver Crusade

UnArcaneElection and MrCharisma said wrote:
Snip for space reasons

Thanks for the input, guys!

I tend to read Spear Dancing Spiral as having two separate clauses, as that supports what I want to do with it. ;)

Both Spear Dancing Style and Spear Dancing Spiral use the word "while". This implies a choice in using the feat or not. And Spear Dancing Spiral has a period, and then says "In addition, you can". To me, this reads as two separate clauses (the "while" and the "in addition"), both with a choice to turn it on or off.

While it may not fly in PFS, or would at least need a ruling, I feel that since I'm spending 5 feats on the ability to wield a fauchard one-handed to use spell combat with it, I think my interpretation is fair. I don't see it as game breaking.

Spear Dancing Reach is meant to be used specifically with Spear Dancing Style turned on, as it calls out using the reach weapon as a double weapon. Since I'm not using the fauchard as a double weapon, I wouldn't need this feat.

But, everyone will have their own interpretation. Let me know if I'm missing anything.

Silver Crusade

MrCharisma wrote:
isdestroyer wrote:
Question (that may have been asked before): Could you, RAW/RAI, use Spell Combat with a Fauchard if you have the Quarterstaff Master feat and the Spear Dancing Spiral feat?

I can't see why not, you're actually wielding it with 1 hand (thus your other hand is free).

The way I read it though, when you're wielding it 1 handed it loses reach quality, so it ends up as a lot of feats to have a 1d10/18-20 weapon (effectively +2 damage from a scimitar). If you plan on switching you reach then it could be worth it.

The reason I ask, is that it could be interpreted as you wielding it AS a one-handed weapon, but the inherent property of the weapon is still two-handed, thus negating spell combat.

Also, why would it lose reach? I don't read anything in those two feats that says the weapon loses any particular quality. A quarterstaff is not a reach weapon to begin with (at least in game mechanics) so when wielding it one-handed (and applying that ability to the fauchard) it doesn't lose anything. But I could be wrong, this is why I ask questions. ;)

Silver Crusade

Question (that may have been asked before): Could you, RAW/RAI, use Spell Combat with a Fauchard if you have the Quarterstaff Master feat and the Spear Dancing Spiral feat?

Silver Crusade

isdestroyer wrote:
Quote:
the Hexcrafter archetype removes Spell recall, but not improved one. Does this mean that at level 11, you get the improved version as normal despite not having the basic one?
Kurald Galain wrote:
He gets the basic version at L11, not the improved one.
Is this explicitly stated somewhere, like in an FAQ or errata? I was under the impression that because you don't get the 1st ability, the improved version of the ability does not give you the basic. You just flat out do not get the ability.

Bumping my post for clarification.

Silver Crusade

Quote:
the Hexcrafter archetype removes Spell recall, but not improved one. Does this mean that at level 11, you get the improved version as normal despite not having the basic one?
Kurald Galain wrote:
He gets the basic version at L11, not the improved one.

Is this explicitly stated somewhere, like in an FAQ or errata? I was under the impression that because you don't get the 1st ability, the improved version of the ability does not give you the basic. You just flat out do not get the ability.

Silver Crusade

Many thanks for your insights Moriakul. Most of that will have to come with experience in GM'ing, but I will hopefully have the opportunity to get there.

Silver Crusade

Moriakul wrote:
Guns are handled incorrectly in all games...

I am interested in what you are saying, and would like to subscribe to your newsletter.

Seriously, do you have any other "hacks" for the game? What other house rules do you use? I am planning on running an introductory adventure for a group of new players, and have been debating what game system to use.

I would like to use Pathfinder, but I tend to let the rules get in the way, and some common sense house rules and/or a new way of looking at the existing rules might help me.

Anyway, really awesome post, and thanks for the ideas!

Silver Crusade

Kurald Galain wrote:
I'm actually surprised that, for all the classes initially appearing in Pathfinder 2.0, Paizo has not chosen a magical warrior / gish class (such as the Magus, but could also be the warpriest or bloodrager or whatnot). That's the primary archetypical character that core classes have never covered.

I was actually disappointed they didn't include the Magus. I rarely see Alchemist builds on the Advice forum, but multiple Magus builds. I have a sneaking suspicion the Alchemist was a "developer favorite".

Silver Crusade

Viondar wrote:

As long as you can free action a hand free to cast and then free action to hold your weapon again, even two handed weapons can be used for spellstrike, or ranged spellstrike. Either way, the weapon would have to hit, for the spell to take effect.

Myrmidarch cannot use ranged spell combat, though. So, if you're going to use a gun with touch AC hitting, the big pro of the myrmidarch (weapon training and armor training) seems kinda lost on you.

To my mind, you'd be better off using the eldritch archer archetype. Or is that one forbidden in your campaign?

It's for PFS, in which the E.A. is banned.

Silver Crusade

Well, the only reason I asked was because of the wording of ranged spellstrike. It clearly says that you cast a spell and make an attack. You're correct in saying that the Eldritch Archer does all of this better, but for my purposes, I plan on playing in PFS, where E.A. isn't an option. I am attempting to forestall table variance by having a rule (or ruling) that I can point to.

According to my reading of the ability (as highlighted in my original post), ranged spellstrike says you cast the spell and then make your weapon attack. Since you can't hold the charge of a ranged touch spell, this will be the only way to use ranged spellstrike without Quicken Spell.

If the consensus is that you need Quicken Spell to make the Myrm's ranged spellstrike work, then I need to give up on the idea of playing a gun magus in PFS.

Silver Crusade

Ok, so use the attack of the weapon, got it. Thank you for that clarification. Does it also allow for the casting of the spell in the same action as the attack? This is crucial for allowing the Myrm to work with ranged weapons.

Silver Crusade

1 person marked this as FAQ candidate.

I can't seem to find my specific question on the forums, so if it has been answered before, just point me in the right direction.

Ranged Spellstrike wrote wrote:
At 4th level, a myrmidarch can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack.

So, I know that a myrmidarch can't use Spell Combat and Ranged Spellstrike at the same time, but the wording of Ranged Spellstrike seems to imply that you cast a spell and make the ranged attack at the same time. Not two attacks, just one attack roll with two damage effects.

But if that's true, it begs the question; which effect am I using for the attack roll? A ranged touch spell targets Touch AC, but a regular attack targets normal AC. If I spellstrike with a bow, and I can cast and attack at the same time, am I targeting Touch or normal AC?

Now, I plan to make a myrm that uses a gun, so the particular point is moot for me, so I am more concerned with the first issue; does Ranged Spellstrike allow for one attack roll with two damage effects?

To clarify the first question: I declare that I am using Ranged Spellstrike and casting snowball. I hit my target, and I deal my weapon damage AND my spell damage. Is this correct?

Sorry if this is all still confusing, but any help would be greatly appreciated.

Silver Crusade

Kurald Galain wrote:
isdestroyer wrote:
Well, this is for Society play, and the Eldritch archer isn't allowed. I have a boon for the spellslinger, and I want to combine it with the magus, even if it's with a subpar archetype. So with that, how can I make this combo suck the least?

The combo doesn't suck; it's the myrm that sucks (specifically AT the levels you'll be playing at AND in society play). In addition, the myrm's main appeal is redundant on a spellslinger. So pick any Magus archetype except that one, and you'll be good.

Quote:
I figure I start with human, grab amateur gunslinger (for quick clear) and point-blank shot. Then I take precise shot. After that, what should be next?
After that, you take feats like Intensify Spell, Rime Spell, or Burning Amplification. Possibly Improved Initiative. Familiar is a good choice for an Arcana. Basically check anything in this guide rated Green or Blue :)

Alright, fair enough. Maybe I'll just hold onto the boon and wait to see if they grant another one for the Eldritch Archer. ;)

Silver Crusade

Kurald Galain wrote:
isdestroyer wrote:
So, I know that the myrmidarch is suboptimal, but I was wondering how can I make the most of it when combining it with a one level dip into spellslinger? From spellslinger, I take the one arcane gun option for the x3 spell critical, but once I'm in myrmidarch, where do I go from there?
You're already behind on spellcasting because of your dip, so you should take an archetype that doesn't diminish your spellcasting, such as Eldritch Archer (which, despite the name, works just fine with firearms).

Well, this is for Society play, and the Eldritch archer isn't allowed. I have a boon for the spellslinger, and I want to combine it with the magus, even if it's with a subpar archetype. So with that, how can I make this combo suck the least?

I figure I start with human, grab amateur gunslinger (for quick clear) and point-blank shot. Then I take precise shot. After that, what should be next?

Silver Crusade

So, I know that the myrmidarch is suboptimal, but I was wondering how can I make the most of it when combining it with a one level dip into spellslinger? From spellslinger, I take the one arcane gun option for the x3 spell critical, but once I'm in myrmidarch, where do I go from there?

Silver Crusade

So, this is my first time trying this. I don't have the time nor money to go to conventions, and thus, this is all I have:

Season 5 #1 - Custom Order
Season 5 #3 - Errant Luck

Want:

Season 9 - Spellslinger Boon (I don't know the name).

I am willing to give both of the (probably crappy) ones I have for the Spellslinger.

I do have a question; I have a PDF of both boons, but the coordinator put my name and PFS number on the physical sheet before sending them to me. Not sure if that is okay or not.

If the trade is not worthwhile for anyone with the Spellslinger boon, I completely understand.

Silver Crusade

Saleem Halabi wrote:
isdestroyer wrote:
Wait a minute, is the Spellslinger archetype now legal for PFS? Last I heard, all archetypes that gave firearm proficiency were banned in PFS.
There is a boon out there that makes it legal. My entire play group happened to get a copy of it at a Con last month.

What scenario gives this boon?

Silver Crusade

Wait a minute, is the Spellslinger archetype now legal for PFS? Last I heard, all archetypes that gave firearm proficiency were banned in PFS.

Silver Crusade

Here is the podcast link.

https://www.dropbox.com/s/1i4oj63bpbiqlje/ChroniclesPFPC%20-%20001%20-%20Cr ypt%20of%20the%20Everflame.mp3?dl=0

Let me know if it doesn't work, I've never posted a Dropbox link before.

Silver Crusade

I have a podcast that covers this module specifically. It gives a lot of good information about it and could help you run it. I will upload it my my Dropbox after I get back from my home game.

In the meantime, here is a link to some of their other episodes. The cast podfaded a while ago, and this is the only link to their episodes I have found.

https://rpggeek.com/rpgpodcast/7015/chroniclespathfinder-podcast

I also don't know how to post external links.

Silver Crusade

Heather 540 wrote:
Thank you. I will take a good look at those classes.

I would reiterate the Zen Archer archetype for the monk. Combine it with the qinggong monk archetype to add flexibility with your class features. Then, with alternate racial abilities, you can bump all of your saves by combining the Mystic racial ability with the Fate's Favored trait.

If that's not enough, you can be a worshiper of Iori, and take the trait Wisdom in the Flesh, and make Disable Device a class skill. This can make your out of combat play even more versatile. With your high Wisdom, I also like to take the feat Scent, for extra fun.

Sorry if this all seems a bit munchkiny, and if it doesn't fit your style, that's okay.

Silver Crusade

This should also help.

The Magus Guide

Silver Crusade

Dizzydoo42 wrote:

How do get started and Where?

!st with the game, I have collected all the books and I am reading a lot but understanding next to nothing. So; I fall back to my roots; back in the early 80's when Gygax answered his phone and the Hustle was still a pretty nifty dance move. Yes, I have mummy rot between my toes and ears. I am an old D&Der who would like to learn how to play Runeqest. Yes I knew Methusalia on a first name basis.
2nd I would like to know where to post on the messageboards also, things like questions? Humor? Serials? Where do the cool kids hang out?

Since I'm not much of a forumite, I can't help with the last part. However, if this is your first time with Pathfinder, then I would stick to the Core Rulebook and learn the game first. The other books add to the complexity of the game.

If you are the player, only concern yourself with making a character and learning how your character's abilities work. If you are the GM, learn how the game runs, and only use the Core Rulebook until you are comfortable with the rules.

I would also recommend reading the articles on this website, as the author gives really good GM'ing advice: http://theangrygm.com

Hope all this helps!

Silver Crusade

I like it, I never thought about the Kineticist for a concept like this. I wonder, though, if it's possible to stuff a barbarian/unchained barb/bloodrager into the build somewhere? Afterall, getting angry and going all Gohan on the enemy is a staple of the show. ;)

Silver Crusade

Kurald Galain wrote:
isdestroyer wrote:
Which archetype would best fit a dex/no armor/mobile magus? I've heard that the Kensai is not very good at low levels, so I was wondering if any of the others would work better, or am I stuck?
I'd go with Hexcrafter or Eldritch Scion, and use Spell Blending or UMD to cast Mage Armor. But is there any particular reason why you're not simply wearing a chain shirt?

Mainly just to fit a character portrait I found on Google images. I think you have it in your guide, it's the one of the slightly oriental human with the white shirt.

Silver Crusade

Quick question:

Which archetype would best fit a dex/no armor/mobile magus? I've heard that the Kensai is not very good at low levels, so I was wondering if any of the others would work better, or am I stuck?

Thanks in advance!

Silver Crusade

1 person marked this as a favorite.

I have nothing to add to the discussion, I just wanted to say that when I saw the title of the thread, I read genetikineticist, as in a kineticist who manipulates genetics.

I really think this needs to be a thing that exists.

Silver Crusade

@ UnArcaneElecton, I know you don't play PFS, but if you were to build a PFS legal gun using myrmidarch, how would you do it? What would be your arcana/feats/spells selections and at what levels? What would be your stats/race selection? And so on and so forth.

I appreciate any advice you can give.

Silver Crusade

Ammon Knight of Ragathiel wrote:
so if i were to bump it up to a 3 level dip to decrease the reload time would it be worth it?

If you're okay with delaying your spell progression and arcana. Remember, however many levels you take in gunslinger takes away from your end levels.

Silver Crusade

Ammon Knight of Ragathiel wrote:

so for now assume half elf as race and assume i'm using one of the two handed firearms.

as of right now i'm thinking 1 level gunslinger (are there any archetypes i should take?) as it seems to fix a few problems and save a feat or two.

and the rest seems like eldritch archer unless the 1 level in spellslinger would be worth it. Eldritch archer archer works with my spell casting sniper idea so that's the main class

Just understand that you won't be able to reload as a free action without at least a three or five level dip into musket master. With rapid reload and paper cartridges, a two-handed firearm will reload as a move.

Silver Crusade

I made a build starting with spellslinger 1, and the rest eldritch archer. I went with human, to get amateur gunslinger (quick clear) and rapid reload. The next two feats will be PBS and precise shot. While I haven't been able to test this build, I believe the fact that you're using a touch attack weapon with spells will compensate for the -4 to hit while firing into melee. Just remember that you cannot spell combat the cone spells, because they are area effects and do not have an attack roll. However, all spells that you spellstrike will get the +1 to their save dc. Also, you will have to use a pistol in order to keep the reload as a free action by using paper cartridges.

Silver Crusade

I see what you guys are saying, the spell combat is still only for melee. Well, I guess I can just gimp my action economy, or forget the whole thing. This what really disappoints me about Paizo, their willingness to make and keep inferior rules and erratas. Why is the Eldritch archer banned in PFS, and not something like the Zen Archer?

Silver Crusade

@ Rhedyn, I wasn't aware of the archetype not working, can you elaborate?

@ The Sideromancer, I took Imp. Critical at level 11, due to BAB requirements.

Silver Crusade

Forgive me, but I have been out of the PFS scene for a while, and I ask this only out of curiosity, not to start any discussion; what direction is PFS going that has people upset?

Edit: I also think the pins and their benefit are kinda cool.

Silver Crusade

Hey everyone,

I would like some help with building a PFS legal gun-wielding magus. I know it's not an optimal combination, but I am married to the idea of using spellstrike with a gun, as I think it would be fun to play. I have read the Myrmidarch guide, but it has not been updated with the latest options. Because the Myrmidarch is a switch hitter, I will have a scimitar, but I want the focus to be on using the gun.

Here's what I'm thinking:

Human Gunslinger (Pistolero) 1/ Magus (Myrmidarch) 11
Traits - Reactionary, Magical Lineage (Snowball)
Str - 10
Dex - 16
Con - 12
Int - 18
Wis - 12
Cha - 07
Attribute Increases: 4th - Int; 8th - Int; 12th - ?
1: Gunslinger 1 - Deeds: Gunslinger's Dodge, Quick Clear, Up Close & Deadly; Grit; Gunsmith; Feats: Point Blank Shot, Rapid Reload (Pistols).
2: Magus 1 - Arcane Pool +1; Spell Combat; 1st Level Spells
3: Magus 2 - Feat: Precise Shot
4: Magus 3 - Arcana: Reach Magic (Arcane Accuracy, Close Range, Familiar, Spell Blending ?)
5: Magus 4 - Feat: Weapon Focus (Pistol); 2nd Level Spells
6: Magus 5 - Magus Bonus Feat: Improved Initiative
7: Magus 6 - Weapon Training (Firearms); Feat: Intensified Spell (for Snowball)
8: Magus 7 - 3rd Level Spells
9: Magus 8 - Feat: Weapon Specialization (Pistol)
10: Magus 9 - Arcana: Reach Spellstrike (Retrain Reach Magic?)
11: Magus 10 - Improved Ranged Spellstrike; Feat: Improved Critical (Pistol) (Point Blank Master?); 4th Level Spells
12: Magus 11 - Magus Bonus Feat: Point Blank Master (Pistol) (Greater Weapon Focus?)
Skills: Acrobatics, Craft (Alchemy), Knowledge (Arcana, Dundgeoneering, Engineering, Local, Planes), Perception, Sleight of Hand, Spellcraft, Survival. Some will not be max rank, but high enough.

These are my major questions:

Should I stay with human, or go with elf or half-elf for the 1/6th magus arcana FCB, gaining one arcana and losing one feat?

What spells would be best, and at which level (i.e. should I get snowball at magus 1, or wait until magus 2, scorching ray first, or mirror image)?

Is my feat/trait selection good, or have I missed better options?

I know that my overall damage will be lower than regular magus', but can this build be effective (as in, contributing to the scenario)?

Should I get a double pistol later on?

Thanks for any help you can give!

Silver Crusade

Quick hijack; Wombat, in your opinion, which path is better for a magus, str or dex?

Edit: for a melee magus, not the archer.

Silver Crusade

Aberzombie wrote:
Sadly, my response is "meh". Mostly because I don't really game much anymore since leaving my old group in Philly and not having anyone to game with in Houston.

Comicpalooza is a good place to find GMs. There are also several comic shops all over. I don't know where you are in Houston, but 8th Dimension on HWY 6 is one.

Silver Crusade

WombattheDaniel wrote:

I actually missed a few things. The Frostbite DC is correct in the "Explanation" section but I forgot to update it in the "Offense" Section. The DC should be 56.

His treasure should also include 100 Adamantine bullets for Bullet Ward.

The Longbow's crit multiplier is *3, not *2, so all regular weapon damage (including Greater Named Bullet when it's an actual Crit) would be *3. Of course, Spell Combat/Spellstrike only allows for a *2 on his Frostbite Spell. Also, I never posted the numbers for a critical Frostbite, which would be every time, basically.

I'm sure there's more and I'll post as I find them.

Edit: The fight with Arkalion does not result in a critical hit on the second arrow. I see now that he WAS immune to critical hits, but once his Ice body spell is gone, then the Heavy Fortification would take over. Still, though, it doesn't really matter.

Just in case this affects the build at all, Paizo released their Ultimate Equipment nerf..., uh, errata. Jingasa in particular sucked.

Ultimate Equipment Errata

P.S. The link actually goes to the PFS discussion of it, but John Compton put the links to the actual download page in his post.

Silver Crusade

Thanks for the replies so far, I'll be able to look at them in detail when I get home from school.

Silver Crusade

So, I have searched the boards for information on this, but most of it doesn't pertain to what I want.

I would like some advice on making a PFS legal arcane necromancer that is more spell based than minion based.

None of the wizard guides seem to have any updates past Ultimate Magic, so I turn to you for help.

I want him to be human, but I don't know if wizard is the best class for this anymore. Are there any options that would be more powerful?

Any advice would be appreciated, along with feat and spell selection, perhaps a level progression.

Thanks!

Silver Crusade

Hey WombattheDaniel,

Would an eldritch archer build be able to win the beastmass? Could your build be tweaked for archery, or does that take up too many feats?

Silver Crusade

Don't be so hard on yourself, Wombat. Pathfinder has so many rules and corner cases and extra options scattered across several hundred books that it would be impossible for any one person to know everything.

Couple that with Paizo's unfortunate habit to write vague or badly worded abilities, and then give just as vague FAQ's or none at all, and it's no wonder that builds like this will have some fatal flaw.

I would love to see a new attempt, if you have the inclination. The magus is such a fun class, and I think has the potential to win this thing.

Silver Crusade

Found another oddity; in HeroLab, it does not give me Spell Recall at 12, it says the ability is replaced. I did some digging and found this:

PRD wrote:

If an archetype replaces a class feature that's part of a series of improvements or additions to the base class's ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, her sneak attack doesn't jump from +1d6 to +3d6 at 5th level—it improves to +2d6 just as if she had finally gained the increase for 3rd level. This adjustment continues at every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue.

If an archetype replaces a class feature that has a series of improvements, but it does not mention one individual improvement, that class feature replaces the entire class feature and all of its improvements. For example, if a class feature says that it replaces trap sense without mentioning a specific bonus, it replaces all the benefits of trap sense.

Now, I can interpret this either way. Either you get the lesser ability later, or you don't get it at all. HeroLab went with not at all. Granted, this is HeroLab, so take it with a grain of salt, but do you know of any ruling on this?

*EDIT* Rereading, I need to clarify; the examples mentioned are all numerical improvements. Weapon training, favored enemy, and sneak attack all get numerical bonuses as they level up (or adding more types of things that get bonuses). But in the second paragraph, it mentions another ability that just gets numerical bonuses. It does two things, but so does favored enemy. Trap sense gives a bonus to reflex saves and AC vs traps, favored enemy gives bonuses to attack and damage, and to interaction skills vs the enemy. Spell recall is more like evasion, which the PRD does not mention.

So is spell recall a class feature that is part of a series of improvements, or is it a feature that has a series of improvements?

Silver Crusade

WombattheDaniel wrote:

Did you make sure you have 5 ranks in Spellcraft? Because it should work out just fine if you do. Of course, I'm not really versed in hero lab.

But either way, yeah you can. I just prefer having less to think about as far as spells go. That, and empowered spell doesn't really help you until 10th level anyway.

And of course this is your build! You can do with it what you will!

Edit: ah now I see what you mean. Yeah Magus bonus feat, duh haha

Oops, yeah, sorry about that. So it won't mess up the power of the build to switch those?

Also, I was wondering if this build would be viable as a strength build? I was thinking of making a half-elf with a rhoka sword. Would the power level drop significantly?

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