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Just wanted to make this post and thank everyone who posted for all the help and suggestions to a noob like me, it really helped a lot. Hopefully if someone finds this via a Google search it will help them as well.


After clarification apparently ghosts can't be but undead can be. These things we fought were like half ghost half undead so he didn't allow crits on them.


Fruian Thistlefoot wrote:
Quote:
Sadly, being skeletons I couldn't crit or get sneak attacks (and I did roll an 18 with my kukri) but I held my ground quite well.

This a House Rule?, cause Pathfinder you can critical and sneak attack undead. They did some major and much needed fixes to Sneak Attack.

I believe so. He decided it during our last Pathfinder campaign over a year ago IIRC.


Since you guys said you like hearing how it went, we had our first session with combat tonight. We fought some sort of skeleton knight wraith things, not sure what they were and the DM didn't name them. But the big one had this ability to turn ethereal and go through our wall of characters to the back where our archer paladin was standing and took a nice chunk out of him. But he wasn't completely ethereal because our barbarian was able to come up behind him and grapple it (apparently the barbarian has wrestling intentions because his name is a Triple H pun, and he wears a big championship belt) and then eventually used a German suplex on it, killing it after it took a couple arrows and a Ray of Frost from the sorcerer.

Meanwhile, I was left up front to defend against the other 4 knight ghost things. We were in a 10 foot wide hallway starting and I was at the front next to the barbarian before he ran back to wrestle the boss. There was also an NPC alchemist there who I was trying to protect after the big meatshield ran back to help the paladin and sorcerer. I tried to 5 foot step in front of the NPC (he started behind the barbarian) to block the bad guys but they had some ability to block my movement and take the square I was trying to move to and they ended up getting a poke on the alchemist but he got away. So then they showed this ability to appear under us with their shields, attempting to smash us into the ceiling and requiring a fort save to get only shifted back 5 feet. This happened and the hunter ended up having to fight one, which he did well against with his wolf shape natural attacks and animal summon. I tanked the other 3, only getting hit once with my 20 AC and doing quite well on my rolls to attack. Sadly, being skeletons I couldn't crit or get sneak attacks (and I did roll an 18 with my kukri) but I held my ground quite well.

An odd thing I noticed is that my off hand attack is more accurate than my main hand thanks to the masterwork quality on my kukri. If I two weapon fight without power attack, I end up with a +6 to hit with my main hand shield after studying a target and taking the -2 for TWF with a light offhand weapon. My off hand ends up being a +7 thanks to the +1 masterwork bonus unless I did my math wrong and it's possible since this is my first foray into two weapon fighting.

So yeah, first combat session went well despite some unexpected tactics from the enemies and I was pleased with my performance in combat. My D20 definitely helped though. Apparently I didn't roll under a 12 in combat XD.


I just got confirmation that the DM will allow me to use a Bashing spiked heavy shield at 2D6 whenever I can afford to get that enchantment so it looks like spiked heavy shield will be my main hand weapon. I don't think I'll go with Double Slice after all, or if I do it will be at a later time if this character ever gets to go beyond 8 in another game.

Now I just have to figure out how to spend my 3000 starting gold. I think I should grab a +1 shield enhancement to prepare for the Bashing enchantment later and to get some more AC. I'd also need a masterwork off hand weapon and a composite bow of +4 strength, and of course the various starting equipment I would need like rope and all that. +1 armor might be good too to get even more AC to be able to tank more effectively if needed.


Oh definitely. Nothing ever goes as planned if I've learned anything. Having the higher dex for Double Slice might work out in that case since early on having a higher AC can be effective. And if we make it to 8 then I can up that 15 to a 16.

I suppose I should point out that I now know what our final group member is going to be. He was tossing cleric around for a while but then he went in a complete different direction and chose the hunter class, and feral hunter archetype. He chose the skinwalker race and from my understanding he'll be sort of a front liner as well with his animal forms and stuff so another potential flanking candidate and someone else who can get the enemies attention.


I feel more like I'm going to be a secondary front liner. Since we have a barbarian I'm going to attempt to be flanking with him as much as possible for those sneak attacks so I don't think I'll necessarily be a tank though I don't know how combat is going to work out yet.

As far as weapon selection I was almost sure I'd want the scimitar plus light shield but then I remembered my DM said in the past he'd allow the Bashing enchantment to stack with a spiked shield for the 2D6 dice. I would have to verify with him again though on that. If it's cool I'd go heavy spiked steel shield in the main hand and off hand a kukri or gladius or something.


Sorry to necrobump my topic but I was basically going to go with the build Fruian posted earlier in this topic but then I got to thinking that maybeDouble Slice might be worth subbing in for something else, just for the increased damage for the offhand, but that requires 15 Dex. I was wondering if it might be worth it to do something like this stat-wise to be able to afford it. Keep in mind it's a 15 point buy;

15 str (+1 at level 4, +2 racial for 17 starting)
15 dex
12 con (yeah it's a little less health which is part of the reason I'm wondering if it's worth it)
10 int
10 wis
8 cha

Overall my will save would be lower and my HP would also be lower but I'd be able to afford Double Slice. I get the feeling this isn't a good trade but I still have a week to set it up.


I think we're going to have a cleric.


^Finesse build, interesting. Although I'm not overly fond of the tower shield. I've also already submitted my backstory to the DM for a slayer class so that's what I'll be using for this campaign.


Yeah that is a little too rich for my blood at the moment. Perhaps after a few runs we'll have more and I can grab that.


Kukris are neat but I find scimitars more visually appealing. I'll probably just use a light spiked shield until I get Shield Master.


Oh derp, it's been a while since I've calculated attack math. Well that's cool. I'm looking forward to starting this in a couple weeks after we finish our current Shadowrun campaign.


Charon's Little Helper wrote:
ponmbr wrote:
As for my weapon, it makes sense based on his background and origin to use scimitars so I'm going to stick with that. Though I remember that Shield Master gets rid of TWF penalties for the shield. But I would still take a negative to my main hand for using a one handed weapon in my off hand right?
Shield Master gets rid of ALL of the TWF fighting penalties. So if you use a gladius until level 6 when you get Shield Master, you can then switch over to a scimitar and take no penalties.

So I'm trying to figure out my math at level 6;

First swing with my main hand would be at +6, strength would add +4, let's say I have a +1 weapon, so that's +11 to hit on my main hand. Off hand, it would be +6, +2 for half strength, let's say I have a +1 shield enhancement which Shield Master would add to the attack, so a total of +9 overall on the offhand swing with a heavy shield?


I don't have any say on what the others do besides my own opinion but the player who is playing the sorcerer likes dragons and according to the DM, doesn't need much reason to try and incorporate dragons into his characters. The last character he played in anything D&D related (we last played 4th edition before we switched over to Shadowrun for quite a while) was a dragon-born leader type character.

As for my weapon, it makes sense based on his background and origin to use scimitars so I'm going to stick with that. Though I remember that Shield Master gets rid of TWF penalties for the shield. But I would still take a negative to my main hand for using a one handed weapon in my off hand right?


So is it a better idea to use a heavy spiked shield and a light off hand weapon, or a scimitar or rapier main hand and off hand light spiked shield? With the heavier shield I'd have more AC anyway.

edit: On second thought, I think I'll go with the scimitar main hand. It would make sense for my character anyway since he's going to be from a desert region. He's the grandson of my two handed fighter character who was from the same region and wielded a falchion.

Also, the DM told me in a conversation I had with him the other day that we're mainly going to be fighting beasts and the like and not all that many humanoids. We're basically adventuring, contrary to our previous campaign in this world where we were the saviors of the world. For that, I'd probably consider swapping iron will to weapon focus for an extra to hit bonus. Of course the possibility exists entirely that there will be will saves, but knowing the DM I would doubt it. It's a risk I'd be willing to take though.


Well I'll have 3000 gold to spend so there's that. I put more into dex since I have a barbarian who's going to be in the front lines with me but more con is probably a better idea.

edit: Especially since the other 3 party members are all going to be hanging back. We for sure have a dragon bloodline sorcerer and an archer paladin and the third person is tossing the idea of cleric or druid around. If he goes druid he can potentially have another meat shield with us but last I talked to him it seemed cleric would be the more likely option.


So anyone have any thoughts on the stat spread I picked? Should I up something, or put my +2 elsewhere or is it good? I think it's good but I'm no expert.


Belefauntes wrote:
Another great shield fighting option is the Shield Champion Brawler. It's Captain America in Pathfinder. It may not be what you're looking for, but I've played one and they are fun and full of flavor. It looks like Paizo must have errata'd up the rules discrepancies with this archetype, so you shouldn't have anything to worry about.

That might be something to think about for a later time but it sounds like some shenanigans could be had.


Fruian Thistlefoot wrote:
ponmbr wrote:
Charon's Little Helper wrote:
ponmbr wrote:
Yeah that's cool I appreciate it. Our DM is more of a roleplay than rollplay type. We're going for a second campaign in a world that was established during our very first campaign where I played my falchion fighter. He doesn't like things being too optimized or OP and won't hesitate to ban or nerf things he thinks are too good, all in his right just to be clear. I'm not salty about it or anything.
Ugh - show him the Stormwind fallacy.
I'm going to have to read that because I've never heard of it lol. He might have considering half of us have been playing since ADND and the rest of us basically started a couple years ago with Pathfinder.
** spoiler omitted **...

I've seen it in my own group. I got interested in D&D after I had played KOTOR and when they decided we should play I kind of went about it the way I had in that game. What kind of class did I want to play and how did I want to do it. I still go about it that way because that's what makes sense to me. It's easier for me to think of the class and style and make a character to fit it than to try and think of the character first. And naturally when I do it, I try to figure out the best way to make it happen. I'm not incredibly knowledgeable so I always have to look up previous discussion and try to get ideas from that, or make topics like this. Luckily, there's an app on Android with a lot of the SRD information in it that I can use whenever to look up things and that helps a lot. It's not current though and a lot of the class customizations are missing but it's still a great tool.

edit:

Belefauntes wrote:

I believe it should be noted the Slayer may not select the Slayer Talent "Ranger Combat Style" to select multiple ranger combat styles. The talent specifically states "At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list." (Emphasis mine.)

This means if you take RCS: TWF at level 2 (choosing from Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting feats), then takes RCS again at level 6, they may now choose from Improved Two-Weapon Fighting and Two-Weapon Defense feats. Taking RCS again at level 10 would now be allowed to choose from Greater Two-Weapon Fighting and Two-Weapon Rend feats.

You could not choose RCS: TWF at level 2, then RCS: W&S. Just something to be sure to note.

That said, since TWF is on the Weapon and Shield list, just make sure your GM is aware that you are taking the Weapon and Shield style, and not the Two-Weapon Fighting style. That may seem like it should be blatantly obvious, but it forced me to look up both the Slayer Talent and the Ranger Fighting Style options, so never assume something is completely obvious. ;)

Thanks for that bit of information. I assume he might question that so it's good to know that clarification.


Charon's Little Helper wrote:
ponmbr wrote:
Yeah that's cool I appreciate it. Our DM is more of a roleplay than rollplay type. We're going for a second campaign in a world that was established during our very first campaign where I played my falchion fighter. He doesn't like things being too optimized or OP and won't hesitate to ban or nerf things he thinks are too good, all in his right just to be clear. I'm not salty about it or anything.
Ugh - show him the Stormwind fallacy.

I'm going to have to read that because I've never heard of it lol. He might have considering half of us have been playing since ADND and the rest of us basically started a couple years ago with Pathfinder.

edit: the opening paragraph literally describes our group to a T. There's me and 2 others which have kind of gone an optimization route though the other 2 also roleplay much better than me. I find myself terrible at it because I have almost no imagination and find making character concepts incredibly challenging. I basically just try to find a class that sounds fun and then go from there, which as as I understand it, is the backwards way of going about it. The rest of us have been playing a long time and are great at making characters and roleplay quite well without going down the optimization route.


I guess now I have to figure out how to stat myself. I just did this as a starting point;

16 strength
14 dexterity
12 constitution
10 intelligence
10 wisdom
8 charisma

I assume I would put my racial bonus to strength to knock that up to 18 and make my rolls a little better.


Yeah that's cool I appreciate it. Our DM is more of a roleplay than rollplay type. We're going for a second campaign in a world that was established during our very first campaign where I played my falchion fighter. He doesn't like things being too optimized or OP and won't hesitate to ban or nerf things he thinks are too good, all in his right just to be clear. I'm not salty about it or anything.

Just the other night he said he doesn't like the fauchard and banned it from being picked by anyone. He thinks it's too good even after having to spend a feat on it. Our first campaign we rolled for stats instead of a point buy and he was fairly generous with things being allowed, though my crit feats were starting to cause him some grief. It's probably because of that that he doesn't like the Fauchard.


Sadly I don't know if 8 is guaranteed. Also the DM is saying no traits allowed.


I know GTWF is a waste and since we're only going to 8 at the most ITWF will be the highest I get, if at all.


I just realized that the slayer can still pick a ranger combat style. We haven't played Pathfinder since late 2014 and I don't remember that class.

The last thing I played was a switch hitter ranger and I really wasn't having fun with it. I also had a two handed falchion fighter at the same time and it blew the pants off the ranger character I had which is why I'm reluctant to make another ranger class. I guess I'm just afraid I won't have enough to hit bonuses when I try to TWF with my sword and shield and go for bashes and what not.


So the title says it all. My friends and I are starting a new campaign where we'll be level 3 and be going to 7 or 8. I really want to try sword and shield but I can't decide how I want to do it. I've considered two weapon fighter and ranger but I just can't nail down how to do it. I know I can get shield master and shield slam as a ranger very early but I like the simplicity of a fighter and not having to worry about spells and an animal. I'm almost definitely going to be human.

As for group composition, we definitely have a sorcerer, barbarian, and an archer paladin. I figure the utility of a sword and board character can be beneficial to the group. So yeah, any suggestions?


Bump


I'm in a game as a level 10 ranger and I'm not satisfied with my current character and am wanting to reclass into fighter. I have some questions about this though. I know it costs 10 x class level (10) x number of days to retrain and that ranger has synergy with fighter so that would cost me 5000 gold to do plus the money it will cost to retrain my odd level feats which I believe will be another 5000 gold. My character already has decent stats for what I'm wanting to retrain to so I don't need to pay for retraining ability points.

This might be something basic that I just missed, but what happens to the skill ranks I got as a ranger? Do I erase those and reapply skill points as a fighter or is that going to cost additional money?


Also, speaking of Dancing, does the sword only get your BAB to it's attack roll? I'm level 13 currently. The way I read it, it seems like it only gets my BAB and nothing else which seems really underwhelming when we're getting up to fight things that have 30+ AC sometimes.


threemilechild wrote:

Menacing is great in a party with summons, since summons sometimes have trouble hitting, or are summoned into flank anyway. Though yeah, much cheaper on a spiked gauntlet. (A +1 menacing, dueling spiked gauntlet's a little expensive but really nice to wear.)

If you're having trouble with incorporeals, a ghost touch weapon you can grapple or pull with is useful, especially since your falchion can't crit anyway. It might be more useful, since you have full BA and probably an acceptable CMB, to keep the ghosties from running away into the walls.

As far as the falchions go, I think you should consider when you'll be using your backup weapon. I'd consider making the adamantine falchion golem bane, since those are the times you'll be wanting to overcome that DR.

Alternately, dancing and called would let you use both weapons at once, though whether the action economy there is worth it is up to your game.

Lastly, you've already planned a pretty powerful build. If you think a frost burst shocking burst falchion sounds like fun, you should do it. Just make sure you're not just upgrading a weapon you won't be using once your special item levels up, because no weapon is fun if it just sits on your hip.

As far as bursts go, my main weapon is effectively a burst enchantment. It does 3D8 physical "sand" burst damage on a crit and the DM has stated that I can't add any other enchantments to it, but that I can increase the enhancement bonus. So basically my secondary weapon is one that has things that the main sword can't deal with. Like incorporeals for instance. That's why I was considering it so hard. Also golem bane is definitely a consideration as we've already dealt with those a couple of times in a couple of different games we're running.


The wizard has recently learned the ways of the Treantmonk wizard style and as such has taken to more battlefield control so I think that could work well.

Also I need to clarify my last post; the NPC characters are not bound to the wizard as it sort of appears based on my wording. They are actually bound to our bard who took leadership and did some weird stuff with it with our DM. But I digress.


I did specifically mention that I'm a falchion crit fisher in the OP but I suppose I did fail to mention that I'm specifically using two different falchions. I'm considering just putting Ghost Touch and a +5 on my secondary adamantine falchion that I have since I'm true neutral and DR good has come up in this campaign. I don't have the cash to +5 it after I +4 my main sword but I would save it up if that's what I went with. Also I kind of forgot about this topic so its a couple weeks old now. Sorry about that.

Also my party consists of me, an arcane strike bard, a ninja, a druid, and a wizard with an NPC ranger and NPC rogue who get switched out for each other every once in a while. Lately I've been the only melee character and everyone else has been out of melee for various reasons. The 2 casters have summoned creatures though so there is that.


So in my group's main game, my level 13 fighter has at least 2 1/2 months of downtime and around 7200 platinum to blow on stuff. He's a falchion crit fisher and I have 2 weapons to do stuff with (I already have a lot of magic items so my weapons are what I want to upgrade).

My main weapon is a weapon that the DM gave me in a story event that levels up every 4th level (12, 16, 20) and is a +2 with +2 equivalent enhancements meaning I can only get it up to +4 maximum. I can only upgrade the enhancement bonus, I can't add anything else to it but I also have another +1 adamantine falchion that I was going to do something with.

I was considering putting Ghost Touch and maybe something else on it but then I was also considering Dancing and Called just to have it out there swinging at stuff. If I get Ghost Touch then that throws out Dancing and Called so I'm not sure which I want to get. We've faced incorporeal creatures before (only 1 encounter but there could always be more) so I'm thinking Ghost Touch just to be safe. If I do go Ghost Touch, what else would you guys recommend I go with? Maybe a burst enchantment?


Retraining isn't really an option. I already have a hard enough time trying to find time to get enchantments done because we are always under some sort of time table. We might have finally hit a time where our characters can afford to take the time to get these expensive enchantments. And besides, the falchion is actually a staple weapon of my character's people. The one I have that can only be enhanced via me leveling up actually came from the character's mother.


Our campaigns don't often afford us 5 days of sitting around sadly. Plus, I'm using a nodachi on my paladin character I rolled last week so I'll be sticking with falchion here. There isn't a huge difference and brace is highly situational as far as I can tell. I have a scythe for piercing as well as a lucerne hammer and a heavy flail. I've got all damage types covered.


Darksol the Painbringer wrote:

To be honest, you should be using the Nodachi if you can. It deals 1D10 damage, so it scales better. It has the same 18-20/X2 threat range, the Brace weapon property, and counts as both slashing and piercing damage.

Getting that off my chest, I would refer you to my Two-Handed Fighter guide; specifically, what are some great Secondary Weapon properties.

If you are going to be using the previously purchased Falchion as a back-up/secondary assisting weapon, the best thing you can do is put the Called and Dancing properties on it, and ramp its Enhancement Modifier up to +5 afterward, assuming you somehow can't enhance your primary Falchion anyway. On a surprise round, or before the first round of combat begins, loose the Dancing Weapon, and then proceed to combat. When you get into position to attack, it can make full attacks right away along with you, and if you're good enough, you can shoot enemies running away or pecking at your squishies while the Dancing Weapon cuts up some mooks infront of you. Though it only lasts a few rounds, it falls to the ground, allowing you to bring it back into your hands as a Swift Action, and loosing it again in that same round, making full attacks as soon as you loose it.

Buying elemental or elemental burst properties is a waste of money, considering many creatures by your level will have immunities/resistances to them, making them less worthwhile. In addition, there are more useful properties to buy, and for cheaper. The Courageous and Defiant weapon properties are great starters, and synergize with Improved Iron Will (assuming you've taken that feat, though I suggest you do, since you're a Fighter).

I've taken Iron Will. The problem with Nodachi is that I've already invested the feats into falchion. Dancing is out of my price range currently. Maybe if I get Called now I can save up for Dancing later. Only issue would be saving up to afford it.


Now that I think about it, the thing with Called is that the weapon I drop isn't my main weapon anyway so Called wouldn't be doing a whole lot for me. Either Holy, a burst effect, or increasing the weapon enhancement are probably the best. Or I could do something else entirely and see if I can get some wondrous items. This character has a wizard in his party like I mentioned earlier, but still having Boots of Speed would be nice for when he doesn't have it active.


I think when I said Returning I was thinking of Called. We have a Wizard so Haste isn't an issue. I don't have Cleave either so Mighty Cleaving is out the window. I think Speed is probably the best enchant for me, but seeing as how I already have a +1 enhancement I wouldn't be able to afford it. A burst effect of some sort is probably the best bet for me. Maybe Acid Burst.


I never noticed the range requirement on Returning before. Weird. Well I can't afford a +4 bonus so I'm basically stuck with +2 enhancements. DR has only come up once so far and it was against some golems we fought in our last session. Luckily it was DR 10/Adamantine so I could get through it. I have Improved Critical: Falchion so Keen isn't necessary.


I'm playing a two handed fighter (falchion crit build) in one of my campaigns and he is level 11 currently. My DM gave me a home-brew falchion that is equivalent to a +2 and improves at 12, 16, and 20. I can't do anything with it myself but I also have a +1 admantine falchion that I had made before I got the other sword.

The home-brew one has 10 rounds per day as a swift action of the following:

2D8 of physical sand rock damage on crit
+2 to confirm crits when active

I'm not sure what to put on my other weapon. I'm currently sitting on 3700 platinum after a big payday and trying to figure out what to put on it that would be useful. I was thinking Returning because I drop weapons a lot.


Scott Wilhelm wrote:

That sounds like it could be a fun dynamic. You'll be the schoolteacher of an unruly class. You'll be bailing the bard out of jail and paying off his gambling debts. The Alchemist will come up with the extra money. You'll suspect something, but he won't tell you that behind your back he was extorting the villagers you were all supposed to be helping, or maybe he's secretly making drugs that the bard has been selling.

They'll be there for you when you need them because you give them a respectable front. You'll do your good work as your companions keep helping themselves. And you will try t police them.

Good luck!

I've already overheard the alchemist and bard talking about extorting townsfolk with potions as drugs or something. This is going to be an experience anyway.


Well the first and last session with these characters for a while went fairly well. Fought a few encounters and did some massive damage thanks to smite evil and Divine Bond against a troll. I'm not really sure how well this party will do as a group considering we have an alchemist who made a deal with a demon, a rogue, a bard who, for no reason decided he was a klepto, and me the Paladin. I'll have to try and be the paladin who takes the moral high ground and wishes for but doesn't expect for his party to be like him I suppose.


In the campaign these characters are going to be in, I learned wands are going to be incredibly rare as will magic apparently. I'm just going to stick with the paladin.


Scott Wilhelm wrote:
ponmbr wrote:
He thinks that the shield spike damage increase doesn't stack with bashing and that the shield wouldn't be a 2D6 weapon. He thinks that is too powerful. Maybe he doesn't realize how feat intensive it is, not to mention stat requirements and the money cost.

Hm, if I understand you correctly, I think I agree with your DM.

In the Core Rulebook, the list of weapons has a light shield as being a light weapon that does 1d3, a light spiked shield as being a light weapon that does 1d4, a klar as being a one handed weapon that does 1d6, a heavy shield as a 1 handed weapon that does 1d4, and a heavy spiked shield as a 1 handed weapon that does 1d6. I always thought that these were the damage ratings of these shields when used to shield bash.

The character build I offered you above went with the assumption that the klar would do just 1d6.

But I'd be interested in hearing how you would make your shield a 2d6 weapon.

Something I just thought of: have you considered a scizore? They have shield-like qualities. They are Martial weapons. They do 1d10, and they give a +1 shield bonus to AC. They do impose a -1 attack penalty, but in raw statistics they seem to compare favorably with other weapons like a long sword. Compared with a long sword, a scizore has -1 attack, +1 damage, and +1AC. Also, it has a lower threat range, but I confess that I have never been a fan of crit. builds.

Also, something I forgot to ask. Is this Level 5 character beginning a new campaign, or is this a 1 shot adventure?

The heavy spiked shield is 1D6, and the Bashing property makes your shield's damage dice be as if it were 2 size categories larger therefore 1D6>1D8>2D6. Most people seemed to agree it would work based on what I saw in other threads from the past. Also, this is a new campaign that we are playing one session in and then we are switching back to one of our other games and we won't revisit these characters until we finish one of our other games.


He thinks that the shield spike damage increase doesn't stack with bashing and that the shield wouldn't be a 2D6 weapon. He thinks that is too powerful. Maybe he doesn't realize how feat intensive it is, not to mention stat requirements and the money cost.


Deadmanwalking wrote:
ponmbr wrote:
With that you can use a free action to grip a two handed weapon in one hand to be able to get the shield bonus right?

Actually, the spell creates an invisible hovering shield...so you don't even need to do that for the spell (though you can for other things that necessitate hands like Lay on Hands).

+4 AC is almost always worth 15 gp past the first few levels...though often not worth an action, so it's best as a pre-battle buff.

Yeah definitely. Though I figure since I only have one attack a round currently I afford to spend a turn on it since its likely that I won't be losing an attack due to being out of range.


With that you can use a free action to grip a two handed weapon in one hand to be able to get the shield bonus right?


Yeah I've looked at those on my ranger. That campaign has a cleric though so its not really necessary there. Having those in addition to lay on hands and channel energy could he nice. But also having access to lead blades or something when combat is certain would be nice.


No, the DM only allowed one for some reason. He also said no craft wondrous items. I'm not sure if that means no wondrous items period (I really hope not) or just only from certain things like loot.


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