| Claxon |
My group has recently started a game using automatic bonus progression, so the big six aren't a thing anymore.
No need to buy:
Magical Weapons
Magical Armor
Ring of Protection
Amulet of Natural Armor
Cloak of Resistance
Headbands or Belts to increase stats
So I find myself for the first time ever completely unsure what to funnel my wealth into. We have effectively half wealth by level, and are at level 4. So about 3000 gp total value, and I have about 2500 gp free currently.
I am looking for general recommendations, but it is also worth mentioning that I am an archer inquisitor. So what should I get? Both at this level and in the future.
I know Bane Baldric, and Bracers of Archery, but I can't afford those yet. What are some nifty items I should look into?
Fruian Thistlefoot
|
Look through the magic Item lists and Find Items that will majorly help your character.
I really like things like:
Cloak of the Hedge Wizard
I like transmutation and Abjuration. Divination is not bad either.
But now that You have freed up Slots you can take things that normally you do not due to the slot being full. Like a cloak of the Monteblanc or a Cloak of Displacement.
This also lets you shoot straight for top tier picks like:
Boots of Haste
Then there is always Consumables as they can win encounters by throwing gold at them basically.
| Anonymous Warrior |
I agree with ericthecleric: you aren't going to get many magic items worth your time at this level. Now, I take it since you have 2,500 GP laying around, you are building a level 4 character, right? If that's the case, you can not spend over 1,250 GP on a single item.
A couple ideas:
- Load up on blanches/arrow with specialized materials. Look into getting a bow made out of a specialized material, like whipwood.
- Are bracers of archery really worth it when you've got Bracer's of Falcon's Aim? They'd save you an improved critical feat or 8,000 GP in enchantments.
- A couple of decent items: Boots of the Cat, Muleback Cords, and Quickrunner's Shirt. Mask of Stony Demeanor, if allowed. Ioun Torch is always a good choice, and Feather Token (Tree) is only limited by your creativity.
| Claxon |
I agree with ericthecleric: you aren't going to get many magic items worth your time at this level. Now, I take it since you have 2,500 GP laying around, you are building a level 4 character, right? If that's the case, you can not spend over 1,250 GP on a single item.
Well, ericthecleric didn't say there weren't any good magic items to be had, he only suggested scrolls, wands, and potions. Generally speaking I don't like to invest too much of my WBL into consumables, and I already have a couple from adventuring. Which brings me to my next point, no I'm not building a level 4 character. I have a level 4 character that has been adventuring and in our last outing we obtained gold bringing my total gold to around 2500 gp. As for you estimate of not being able to spend more than 1250 on an item, it doesn't apply.
The rule:
Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.
This applies to characters being brought in at higher levels. If you earn the money fair and square in the campaign, you can purchase whatever you can find in game (remember, the GM gets to decide what is for sale). But strictly speaking I'm fairly sure you could spend more than half your wealth by level on a single item when you're not building a new character. This would mean you would need to survive without spending it on other "necessary items". Though is ABP system these aren't built into character progression, which is why you lose half your wealth by level in the first place.
A couple ideas:
- Load up on blanches/arrow with specialized materials. Look into getting a bow made out of a specialized material, like whipwood.- Are bracers of archery really worth it when you've got Bracer's of Falcon's Aim? They'd save you an improved critical feat or 8,000 GP in enchantments.
- A couple of decent items: Boots of the Cat, Muleback Cords, and Quickrunner's Shirt. Mask of Stony Demeanor, if allowed. Ioun Torch is always a good choice, and Feather Token (Tree) is only limited by your creativity.
I'm purchasing some durable cold iron and silver arrows already. Having a bow made of special material really doesn't do anything for me, the bow might be slightly harder to sunder the benefit isn't really worth it IMO.
I forget that Bracer's of Falcon's Aim aren't banned everywhere. Given their power level, the group I play with decided to ban this item given its overwhelming strength. Otherwise though, that is a solid recommendation.
Boots of the Cat - Not bad, but aren't great either. Very situational.
Muleback cords - As an archer I have a decent strength score. I can't carry a huge amount of stuff, but I'm not worried about encumbrance. I also have the Chivalry Inquisition which grants me an animal companion to carry my gear.
Quickrunner's Shirt - Not bad, though as an archer I don't often need an extra move action. Especially while being mounted. Situational for me, probably stronger for melee characters using ABP system.
Mask of Stony Demeanor - I'm not that kind of Inquisitor. If I wanted to bluff or feint sure, but I'm not taking any sort of face roll in this particular campaign. They also increased the price from 500(?) gp to 8000.
Ioun Torch - This mostly just reminds me I need to do my standard trick of having someone cast heightened (4th) continual flame on a dull gray ioun stone for 355 gp so that an enemy would need heightened deeper darkness to overcome it.
And that thought also reminds me to purchase a wayfinder with a cracked clear spindle. Thanks for helping me to remember such things.
| Claxon |
So, it's been a few months and several levels later.
We are now nearing the end of our ROTRL campaign, and have just hit 16th level.
I have about 87000 gp to spend. I'm going to add my current character selections from herolab in the following post.
Currently I need a suggestion on what feat to add to my animal companion and what gear to purchase with the gold that I have.
| Claxon |
Ephrem Valdemar
Male human (Chelaxian) inquisitor of Erastil 16 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +14; Senses Perception +29
--------------------
Defense
--------------------
AC 33, touch 21, flat-footed 27 (+9 armor, +3 deflection, +6 Dex, +2 luck, +3 natural)
hp 99 (16d8+16)
Fort +20, Ref +23, Will +24; Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx
Defensive Abilities stalwart; DR 10/adamantine
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +16/+11/+6 (1d8+2)
Ranged +4 adaptive composite longbow +24/+24/+19/+14 (1d8+15/19-20/×3)
Special Attacks exploit weakness, greater bane (26 rounds/day), judgment 6/day (3 simultaneous)
Inquisitor Spell-Like Abilities (CL 16th; concentration +21)
At will—detect alignment, discern lies (16 rounds/day)
Inquisitor Spells Known (CL 16th; concentration +21)
6th (1/day)—heal, litany of madness[UC]
5th (4/day)—greater lend judgment[UM] (DC 20), litany of vengeance[UC], spell resistance, telepathic bond, true seeing
4th (5/day)—death ward, divine power, freedom of movement, named bullet[UC], restoration, shared wrath[APG] (DC 19), stoneskin, undeath ward (DC 19)
3rd (6/day)—communal align weapon[ACG], dimensional anchor, dispel magic, fester[APG] (DC 18), heroism, invisibility purge, communal resist energy[UC], terrible remorse[UM] (DC 18)
2nd (6/day)—hold person (DC 17), invisibility, communal protection from evil[UC], remove paralysis, lesser restoration, see invisibility, silence (DC 17), surmount affliction[UM], tongues
1st (7/day)—comprehend languages, cure light wounds, divine favor, expeditious retreat, forced quiet[UM] (DC 16), petulengro’s validation, shield of faith, true strike
0 (at will)—brand[APG] (DC 15), create water, detect magic, guidance, light, read magic
Domain Chivalry inquisition
--------------------
Statistics
--------------------
Str 14, Dex 28, Con 12, Int 14, Wis 20, Cha 8
Base Atk +12; CMB +16; CMD 39
Feats Clustered Shots[UC], Coordinated Shot[ACG], Deadly Aim, Enfilading Fire[UC], Escape Route[UC], Extended Bane[UM], Improved Precise Shot, Lastwall Phalanx, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Target Of Opportunity[UC], Weapon Focus (longbow)
Traits fate's favored, sandpoint faithful
Skills Acrobatics +11, Appraise +4, Bluff +6, Climb +4, Craft (bows) +22, Craft (carpentry) +8, Diplomacy +5, Disguise +1, Escape Artist +11, Fly +11, Handle Animal +17, Heal +11, Intimidate +14, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (local) +10, Knowledge (nature) +12, Knowledge (planes) +9, Knowledge (religion) +23, Perception +29, Ride +24, Sense Motive +32, Spellcraft +23, Stealth +30, Survival +26 (+28 to avoid becoming lost), Swim +4, Use Magic Device +17 (+27 to activate a scroll or spell trigger item based on Blood Money)
Languages Common, Tien
SQ faithful steed, monster lore +5, solo tactics, stern gaze +8, track +8
Combat Gear durable arrows (50), durable cold iron arrows (50), durable silver arrows (50), jingasa of the fortunate soldier[UE], mnemonic vestment[UE], scroll of blood biography, scroll of communal align weapon, scroll of divination, scroll of find quarry, scroll of heroes' feast, order's wrath, remove curse, restoration, scroll of remove blindness/deafness, scroll of speak with dead, wand of blood money (50 charges), vermin repellent[UE]; Other Gear +4 mithral kikko armor[UC], +4 adaptive composite longbow (+2 Str), morningstar, clear spindle ioun stone, bane baldric[UE], bracers of falcon's aim[UE], efficient quiver, headband of fortune's favor[UE], ring of tactical precision[UE], wand key ring[ACG], wayfinder[ISWG], belt pouch, flint and steel, manacles, mask[UE], spell component pouch, wooden holy symbol of Erastil, 87,540 gp, 7 sp, 5 cp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Aspect of the Falcon (Constant) - 0/0
Discern Lies (16 rounds/day) (Sp) - 0/16
Durable Arrows - 0/50
Durable Cold Iron Arrows - 0/50
Durable Silver Arrows - 0/50
Greater Bane (+2 / 4d6, 26 rounds/day) (Su) - 9/26
Jingasa of the fortunate soldier (1/day) - 0/1
Mnemonic vestment (1/day) - 0/1
Stoneskin - 0/150
Teamwork Feat (change 5/day) - 0/5
Third Judgment (6/day) (Su) - 1/6
Vermin repellent - 0/1
Wand of blood money (50 charges) - 0/50
Weapon Attunement (1/day) - 0/1
--------------------
Special Abilities
--------------------
Clustered Shots Total damage from full-round ranged attacks before applying DR
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (16 rounds/day) (Sp) Discern Lies at will
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6, 26 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Inquisitor Domain (Chivalry Inquisition) Deities: Erastil, Iomedae, Sarenrae, Torag.
Granted Powers: You embrace the spirit of chivalry, guarding your honor and training a noble mount.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +8 (Ex) +8 to Sense Motive and Intimidate.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Third Judgment (6/day) (Su) Variable bonuses increase as the combat continues.
Track +8 Add the listed bonus to survival checks made to track.
Your mount gains the benefits of 2 of your judgements. (Su) Your mount gains the benefits of one of your judgements.
--------------------
Welk
Male elk (Pathfinder RPG Bestiary 3 312)
NG Large animal
Init +6; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 36, touch 15, flat-footed 32 (+6 armor, +2 deflection, +4 Dex, +15 natural, -1 size)
hp 151 (13d8+91)
Fort +19, Ref +18, Will +11 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee gore +17 (1d8+9), 2 hooves +13 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 25, Dex 23, Con 24, Int 6, Wis 17, Cha 5
Base Atk +9; CMB +17; CMD 35 (39 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Combat Stamina, Escape Route[UC], In Harm's Way[APG], Virtuous Creed (protection)
Tricks Aid, Air Walk, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Exclusive, Guard, Heel
Skills Acrobatics +8 (+16 to jump), Climb +9, Fly +7, Perception +7, Stealth +10, Survival +3 (+5 while tracking specific animal), Swim +9
SQ aid, air walk, attack any target, bodyguard, combat reflexes, combat riding, devotion, exclusive, faithful steed, in harm's way, judgment of destruction, judgment of healing, judgment of justice, judgment of piercing, judgment of protection, judgment of purity, judgment of resiliency, judgment of resistance, judgment of smiting, multiattack / extra attack
Other Gear +2 benevolent chain shirt, animal call[ACG], artisan's tools, artisan's tools, backpack, bedroll, candle (10), hemp rope (50 ft.), holy text[UE], lamp, mess kit[UE], soap, trail rations (3), trail rations (2), waterskin, 5 sp, 10 cp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Stamina Points - 0/16
Trail rations - 0/3
Trail rations - 0/2
Weapon Attunement (1/day) - 0/1
--------------------
Special Abilities
--------------------
Aid [Trick] Aids specified creature on command.
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attack Any Target [Trick] The animal will attack any creature on command.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Bodyguard [Combat Trick] 1 or 2 stamina points to increase AC of ally affected by Bodyguard by stamina spent.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Exclusive [Trick] Takes orders only from its trainer.
Faithful Steed (2 judgements) (Su) Your mount gains the benefits of one of your judgements.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
In Harm's Way [Combat Trick] Up to 5 stamina points to reduce damage of intercepted attack by double stamina spent.
Judgment of Destruction (Su) Weapon Damage bonus.
Judgment of Healing (Su) Fast Healing
Judgment of Justice (Su) Attack bonus
Judgment of Piercing (Su) Concentration and vs. SR bonus
Judgment of Protection (Su) AC bonus
Judgment of Purity (Su) Save bonus
Judgment of Resiliency (Su) DR/magic
Judgment of Resistance (Su) Energy Resistances
Judgment of Smiting (Su) DR bypass
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Multiattack / Extra Attack (Ex) Multiattack or second attack with primary weapon at a -5 penalty.
Virtuous Creed (Protection) +4 bonus to ally's AC when using Aid Another action.
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| Cuup |
No archer should go without a pair of Jaunt Boots - 3/day, take a 5' step and travel 15' for 7,200G. You could even get a few of them and switch between combats to make sure you can jaunt all day.
| Claxon |
you can still get special enchants on your weapon and armor, like flaming andthe like.
You can, but they reduce the flat enhancement bonus on your weapon. Which makes them, generally speaking, a bad decision. Just as in the normal wealth system where unless you have a specific build in mind a flat enhancement bonus is almost always better than special abilities.
However, I could go with any weapon or armor enchants that have a flat cost rather than an equivalent enhancement cost.
And to note, adding flaming which is a +1 would only cost me 2000gp since it would be the only paid magical enhancement, unlike in the normal system where you would need a +1 flaming weapon which would cost 4000.
Either way, I wouldn't spend my money on that because my +4 adaptive bow would become a +3 adaptive flaming bow.
| Claxon |
No archer should go without a pair of Jaunt Boots - 3/day, take a 5' step and travel 15' for 7,200G. You could even get a few of them and switch between combats to make sure you can jaunt all day.
This could be interesting, moreso if I can convince my GM to allow my elk to have a set of elkshoes that do it.
| Claxon |
I'm only going to list things from the prd.
Necklace of the netted stars.
Cap of the free thinker
Gloves of arrow snaring
Vampiric gloves.Off the top of my head that's all I could think of.
A Meridian belt could be nice if any rings are suggested.
Necklace of Netted Stars is a really solid option. Didn't know that existed.
Cap of the Free Thinker is something I might buy for both myself and my mount.
Get a cloak of the manta ray so underwater stuff doesnt destroy you.
Considering we are nearing the end of Rise of the Runelords I really don't expect any underwater combat. Maybe combat while flying over water, but nothing underwater. If for some reason we did have to go underwater, it would be very meta on my end to have that prepared considering my character would have no reason to suspect such a thing.
| Insain Dragoon |
When you consider the swim rules underwater combat is essentially a fools game without a swim speed.
Swim rules say you can move up to half your base speed with a sucessful swim check, cannot charge, and are essentially kiteable for eternity.
It's no more meta than trying to get winged boots, unless your goal is to become dead weight in a very dangerous situation.
| Claxon |
When you consider the swim rules underwater combat is essentially a fools game without a swim speed.
Swim rules say you can move up to half your base speed with a sucessful swim check, cannot charge, and are essentially kiteable for eternity.
It's no more meta than trying to get winged boots, unless your goal is to become dead weight in a very dangerous situation.
It's pretty meta because at this point I'm assuming there isn't any underwater combat and I have no reason to.
Admittedly I don't know what happens in the end of the RoTRL, and I could be wrong, but I'm fairly certain there isn't an underwater fight.
If anything, what I need is a cyclonic weapon to avoid penalties while using my bow. Otherwise I have freedom of movement and we have casters in the party who can cast spells to give us the ability to breathe underwater.
Sure if I was trying to go it alone I could see your point, of if the adventure were going to focus on underwater combat. But I'm not going alone and I don't think there is any underwater combat coming up.
| Avoron |
First of all, get a headband of the wolf and a bunch of pheromone arrows. Apart from the normal benefits of scent, you get +2 attack and damage against every creature you've hit.
Speaking of unusual arrows, it can't hurt to stock up on some smoke arrows, just in case. I don't care if you're level 1 or level 20, the ability to fill an opponent's square with smoke from a distance with no action cost is pretty cool.
If you don't want to run out of rounds of bane, consider purchasing a torc of enmity. If you know what sort of creatures you'll be fighting you could get one attuned to that type to use in combat, but you'll probably be significantly better off just getting one attuned to animals, and then carrying around a bag of small animals to coup de grace between battles. Erastil is the god of hunting, after all. You might not need this, because you do have a lot of rounds of bane already, but you already got a bane baldric and this is a better investment.
Now for some more generic stuff. If there are any spells you've always wanted to know, now's the time to buy some pages of spell knowledge. If you find yourself running out of spell slots, now's the time to buy some runestones of power. If you find your spells not lasting long enough, now's the time to buy an extend metamagic rod. If you find yourself having plenty of free swift actions you wish you could be using to cast spells, now's the time to buy a lesser quicken metamagic rod - although that's pretty expensive.
Speaking of expensive things, an iron circlet of guarded souls would be nice if you can afford it. You seem to have invested somewhat in Stealth and invisibility, and this is the level that enemies seem to always have true seeing, see invisibility, or some other random divination spell up.
Oh, and don't forget about quick runner's shirts. Someone mentioned them earlier and you seem to have decided against getting any at the time, but now they're so cheap in comparison to your wealth that it couldn't hurt to get a few just in case. Remember that your elk has a chest slot and can wear the shirts with no trouble.
Finally, how about Additional Traits for your elk? There are always some that can be useful, and there are even a few that will improve its aid another.
| Claxon |
Pheremone Arrows with the headband are neat, as is the iron circlet of guarded souls. Although they both take up the head slot.
I'm still not sold on quick runners shirt, my group definitely will call cheese on more than 1, just as I would. However, at 500gp it's not bad. Depends on if I find anything in the chest slot that I would rather have.
Additional traits is a good idea, if I can get something to improve aid another for AC. I'll have to look into it.
claudekennilol
|
| Avoron |
As long as your GM doesn't have a problem with it, you can have both of the abilities put on the same item for only 2500 gp more.
If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.
If that isn't going to fly, there are a couple of affordable alchemical items that grant scent for a few hours at a time.
In terms of traits, Fools for Friends works as long as your GM allows material from other APs. Or maybe Adopted (Azlanti Inheritor) if your elk had a previously unknown prior life in gillman stables. Of course, if you're going that route you might as well go the whole way and take Adopted (Undine Loyalty) for your favorite teamwork feat.
Speaking of teamwork feats, Harrying Partners would be great for you two to have. You're already using your ring of tactical precision for Escape Route, right?
Edit: Never mind about combining the magic items, I forgot that circlets don't use the headband slot.
| Claxon |
Claxon wrote:Pheremone Arrows with the headband are neat, as is the iron circlet of guarded souls. Although they both take up the head slot.Head and Headband are two separate slots.
Magic Items wrote:SOURCEHead: circlets, crowns, hats, helms, and masks.
Headband: headbands and phylacteries.
I forgot they were different spots. Thanks for that.
hookers and blow
I doubt Erastil would be happy with such activities for a married inquisitor.
In terms of traits, Fools for Friends works as long as your GM allows material from other APs. Or maybe Adopted (Azlanti Inheritor) if your elk had a previously unknown prior life in gillman stables. Of course, if you're going that route you might as well go the whole way and take Adopted (Undine Loyalty) for your favorite teamwork feat.
Speaking of teamwork feats, Harrying Partners would be great for you two to have. You're already using your ring of tactical precision for Escape Route, right?
No the Elk has escape route on his own. My character keeps the ring of tactical precision on him for the increased bonus with aid another and bonuses from teamwork feats. It technically has Lastwall Phalanx in it, but the Inquisitor is wearing it so it doesn't much matter.
Honestly, Fools for Friends seems like a reasonable thing even if its from another AP. The ones that are more racially determined probably wouldn't fly.
| Claxon |
Though, if I picked up Harrying Partners on my Elk and put that into the Ring of Tactical Precision and my Inquisitor wore it, the elk could use his standard action to aid my attack rolls and use his AoO (with Bodyguard) to boost my AC and both would last for the whole round. The elk could this also boost the AC of other allies if they were close enough.
| Avoron |
Though, if I picked up Harrying Partners on my Elk and put that into the Ring of Tactical Precision and my Inquisitor wore it, the elk could use his standard action to aid my attack rolls and use his AoO (with Bodyguard) to boost my AC and both would last for the whole round. The elk could this also boost the AC of other allies if they were close enough.
Exactly! That was precisely my hope, although I was worried that you were already relying on the ring for a different feat. I think that would be even more useful than Additional Traits. Don't forget to buy a hand of glory, unless your elk was planning on putting the feat in the ring by wearing it on its antlers.
| Claxon |
Its incidentally more meta to assume you wont fface underwater combat and skip !making preparations for it so you can maximize other areas.
I'm not skipping preparations for it.
The party has access to water breathing and I have freedom of movement. Cloak of the manta ray doesn't allow my ranged attacks to not have a range penalty under water so it really isn't useful. Yes cloak of the manta ray would be good if I expected under water combat, but I don't and the party has a general backup plan if we have temporary underwater combat. I just don't feel it's important enough to warrant the investment price of the cloak.
Besides, I know in game where I'm going, I'm going to Xin Shalast. That's not even meta, literally the party just tracked down people so they could tell us how to get there so we can fight Karzoug.
I don't know what will happen along the way, but I'm highly doubting any serious underwater fighting will be happening given that we know we are going to a city, and it's not Atlantis.
Claxon wrote:Though, if I picked up Harrying Partners on my Elk and put that into the Ring of Tactical Precision and my Inquisitor wore it, the elk could use his standard action to aid my attack rolls and use his AoO (with Bodyguard) to boost my AC and both would last for the whole round. The elk could this also boost the AC of other allies if they were close enough.Exactly! That was precisely my hope, although I was worried that you were already relying on the ring for a different feat. I think that would be even more useful than Additional Traits. Don't forget to buy a hand of glory, unless your elk was planning on putting the feat in the ring by wearing it on its antlers.
Yeah, that sounds like a very solid plan.
| Alex Trebek's Stunt Double |
Nothing to really do for weapons, it's redundant to get another magical weapon, but one untapped area is magical ammunition. As it costs the same to enchant 50 units of ammunition as a while weapon therefore a single unit of ammunition costs only 1/50th:
-Bane: agaisnt the specific type you rarely encounter but need an edge against
-Bweildering: rarely useful except to hit one in guy in the middle of a group of guys may start infighting
-Flaming/Corrosive/Frost/Shock: 40gp to add a 1d6 elemental damage to one arrow/bolt/etc
-Distracting is great to have against casters
-
Don't bother with ghost touch, get Holy Weapon Balm as that hits incorporealas if it was ghost touch and does extra damage but is obviously better with ammunition.
You can still do other things related to weapons not specifically as enhancement bonuses. Say you want the qualities of a one-handed weapon but one size category larger. For example, you are a monk who wants a Temple Sword in a two-handed version. You can do that, either find a Large Temple Sword or get your regular Temple Sword made from medium to large with the spell Resize Weapon then use "Effortless lace" to mean a medium character anc wield a Large sized one-handed-sword without any penalty.
Also look at special materials for your weapon and getting it with qualities you couldn't get with ABP, such as Shrinking (+1000gp)
As to armour you can be much more willing to switch armour, try going for Darkleaf Do-Maru armour, really good combination of bonuses and dex.
Rings are generally expensive but some are handy
-Ring of Ferocious Action pairs well with Fervor juice to let you make a fighting retreat even with negative HP
-Ring of Delayed Doom saves you from magical debufs for 1 minute
-Ring of Far strike: great for melee focused characters to melee strike out to 30ft
Neck Slot: Talisman of X
http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Talisma n%20(Lesser)Healing%20Power
The Talismen are great, three wondrous item in the slot of one, Beneficial Winds is great just for freeing up concerns of wizards to prepare Feather Fall.
Shoulders: Shawl of Life Keeping
It is essentially a +10 to your HP as whenever your HP drops negative this dumps another 10hp healing back into you. A really good safety net
Instead of the cloak of resistance in the shoulder slot try the Shawl of Life Keeping, it is great for survivability granting a reserve pool of 10hp to heal you if you even drop negative.
Belts are generally bad, especially as you can't use any with an enhancement bonus to stats or resistance.
If at a loss see all these little things:
50gp:
Disguise Self
Endure Elements
Enlarge Person
Expeditious Retreat
Feather Step
Gravity Bow
Heightened Awareness (pre battle buff)
Illusion of Calm
Infernal healing
Line in the Sand
Lucky Number
Mage Armor
Monkeyfish (climb 20ft of dungeon walls per round)
Polypurpose Panacea
Protection from Evil
Recharge Inate magic
Shield
Speak Local Language
Touch of the Sea
True Strike
Abadar's Truthtelling
Cure Light Wounds
Deathwatch
Divine Favor
Fallback Strategy
150gp:
Vanish
Compel Hostility
300gp:
-Mirror Image
-Darkvision (4 hours)
-Abeyance
-Protection from arrows (4 hours)
This can be really handy:
http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Ioun%20 Stone%20Vibrant%20Purple%20Prism
only 2k to have any level 1 spell that you can cast as if you were the caster, you just need the spell cast into the stone and as it is a spell trigger it doesn't provoke. Look over all the handy level 1 spells that your party wizard might be too afraid to cast as it meant being on the front line and risking an attack of opportunity.
Stagger-proof boots are amazing. Being knocked or caught prone can be terrible, but being able to stand up without provoking is so wonderful and extra immediate move on top of that may keep you out of trouble. Quickrunner's Shirt is good, try to get several and change them as you use them.
Crusader's Tabard means you can move into a better line of attack then charge as a standard action, very handy.
| Avoron |
Let's take a closer look at some of your unused slots, with more than a little help from Anzyr's Magic Item Emporium.
Armor: Shadow.
Or a better version if you want to spend the money. Stealth is great, and Cloaks of Elvenkind are for weaklings that don't have something better to do with their shoulder slot.
Chest: Sipping Jacket.
Use with one of the potions suggested so far in this thread, or whatever you'd like to have on hand at a swift action's reach for a combat buff or in an emergency.
Eyes: Eyes of the Eagle.
Constant +5 Perception for a couple thousand gp is very useful. Lenses of Figment Piercing might be nice, but you have true seeing so I wouldn't worry about it.
Feet: Boots of Speed.
This one isn't even a contest, you can't beat pay-per-round free action haste. If your GM lets you purchase Feather Step Elkshoes, do that as well.
Hand: Deliquescent Gloves.
+1d6 acid damage on every attack for eight thousand gp is very usef. If your GM allows enchanting with multiple abilities as described in the CRB and quoted above, you might also want to make them Demonic Smith's Gloves for twelve thousand more, giving you +1d6 fire damage as well.
Neck: Necklace of Adaptation.
You don't need it, until you do, and then you'll be very glad you bought it when you had the chance.
Shoulders: Minor Cloak of Displacement.
Constant 20% miss chance. Enough said. Actually, not enough, because the reference to blur indicates that this comes from concealment, which means that you are immune to most precision damage and can always use stealth. Pricy, but worth every copper piece.
Weapon: Impervious.
If your GM is the type to sunder your bow, making it impervious and darkwood would be a very smart thing to do - it's cheap and effective. If not, you don't need to bother.
Slotless: Altar of Erastil.
For 10,000 gp you could buy an altar to your deity that gives your bow the merciful property for 1d6 extra damage and an easy way to incapacitate without killing. Bonus points if anyone else in the party worships Erastil. Transporting it is as easy as having a caster in the party prepare floating disk.
| Alex Trebek's Stunt Double |
What's great about Boots of Speed is while you may benefit from Haste every fight, you probably won't need it every round.
A lot of time if you have to move into position, haste is wasted as you can't full attack. You probably don't need that much extra movement either.
If you make a full attack with your regular BAB attacks an kill everything within range/reach you might as well not use the free action. For example you may start a turn next to a big mean mudder hubbard and on your first roll confirm a crit and blat, he's dead... don't use free action Haste, move to a position to body block another dude.
Or another case, you roll with BAB +6 then roll with BAB +1, that kills the only enemy within reach. Don't use up one of your 10 rounds of haste per day. Only if after BAB +6 and BAB +1 are they still standing, only then would you need to use one for the 10 rounds of haste per day. Brilliant synergy with quickrunner's shirt that means that extra move action can go extra far.
| Claxon |
Nothing to really do for weapons, it's redundant to get another magical weapon, but one untapped area is magical ammunition. As it costs the same to enchant 50 units of ammunition as a while weapon therefore a single unit of ammunition costs only 1/50th:
-Bane: agaisnt the specific type you rarely encounter but need an edge against
-Bweildering: rarely useful except to hit one in guy in the middle of a group of guys may start infighting
-Flaming/Corrosive/Frost/Shock: 40gp to add a 1d6 elemental damage to one arrow/bolt/etc
-Distracting is great to have against casters
-Don't bother with ghost touch, get Holy Weapon Balm as that hits incorporealas if it was ghost touch and does extra damage but is obviously better with ammunition.
You can still do other things related to weapons not specifically as enhancement bonuses. Say you want the qualities of a one-handed weapon but one size category larger. For example, you are a monk who wants a Temple Sword in a two-handed version. You can do that, either find a Large Temple Sword or get your regular Temple Sword made from medium to large with the spell Resize Weapon then use "Effortless lace" to mean a medium character anc wield a Large sized one-handed-sword without any penalty.
Also look at special materials for your weapon and getting it with qualities you couldn't get with ABP, such as Shrinking (+1000gp)
As to armour you can be much more willing to switch armour, try going for Darkleaf Do-Maru armour, really good combination of bonuses and dex.
Rings are generally expensive but some are handy
-Ring of Ferocious Action pairs well with Fervor juice to let you make a fighting retreat even with negative HP
-Ring of Delayed Doom saves you from magical debufs for 1 minute
-Ring of Far strike: great for melee focused characters to melee strike out to 30ftNeck Slot: Talisman of X
http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Talisma n%20(Lesser)Healing%20Power
The Talismen are great, three wondrous item in the slot of one, Beneficial Winds is great just for freeing up concerns of wizards to prepare Feather Fall.
Shoulders: Shawl of Life Keeping
It is essentially a +10 to your HP as whenever your HP drops negative this dumps another 10hp healing back into you. A really good safety net
Instead of the cloak of resistance in the shoulder slot try the Shawl of Life Keeping, it is great for survivability granting a reserve pool of 10hp to heal you if you even drop negative.
Belts are generally bad, especially as you can't use any with an enhancement bonus to stats or resistance.
If at a loss see all these little things:
Useful Potions:This can be really handy:
http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Ioun%20 Stone%20Vibrant%20Purple%20Prism
only 2k to have any level 1 spell that you can cast as if you were the caster, you just need the spell cast into the stone and as it is a spell trigger it doesn't provoke. Look over all the handy level 1 spells that your party wizard might be too afraid to cast as it meant being on the front line and risking an attack of opportunity.
Stagger-proof boots are amazing. Being knocked or caught prone can be terrible, but being able to stand up without provoking is so wonderful and extra immediate move on top of that may keep you out of trouble. Quickrunner's Shirt is good, try to get several and change them as you use them.
Crusader's Tabard means you can move into a better line of attack then charge as a standard action, very handy.
So, did you read what I posted for the build for my character? Or other things that I stated in this thread?
I'm playing an archer Inquisitor. Why in the world would I buy bane arrows or bane anything, when I have the Greater Bane class feature.
And why would I bother with a melee weapon of any sort? I'm a mounted archer, and both my mount and I have the Escape Route feat so my mount simply moves away (and me with it) and then I make ranged attacks.
I have a melee weapon because...well you should just have one. But it simply doesn't make sense to invest more in something I probably wont use.
As for the armor...did you look up the stats of Kikko armor and Do-maru? They have the same AC bonus and same max dex, but kikko has a lower ACP. They're basically identical, except the kikko armor is better in a few categories. And darkleaf and mithral are basically the same, except mithral makes the armor light armor whereas darklead continues to be medium. So mithral kikko is better than darkleaf do-maru.
Now please don't misunderstand me, I'm not trying to insult you or be rude. You seem like you're trying to be helpful but you seem to have missed a lot of information about my character.
| Claxon |
You can still buy magic weapons and armor, just not +1-5. Special abilities like ghost touch are still up for grabs.
Indeed, but just like the general recommendation for weapons that flat enhancement bonuses are better than special abilities I don't really want to enchant my bow and reduce my bonus to hit and damage.
If I did anything, I should purchase a scroll of Ghostbane Dirge Mass for use with my Mnemonic Vestment, but you comment did help to me think of that, so it is useful. Thanks.
| Claxon |
Let's take a closer look at some of your unused slots, with more than a little help from Anzyr's Magic Item Emporium.
Armor: Shadow.
Or a better version if you want to spend the money. Stealth is great, and Cloaks of Elvenkind are for weaklings that don't have something better to do with their shoulder slot.Chest: Sipping Jacket.
Use with one of the potions suggested so far in this thread, or whatever you'd like to have on hand at a swift action's reach for a combat buff or in an emergency.Eyes: Eyes of the Eagle.
Constant +5 Perception for a couple thousand gp is very useful. Lenses of Figment Piercing might be nice, but you have true seeing so I wouldn't worry about it.Feet: Boots of Speed.
This one isn't even a contest, you can't beat pay-per-round free action haste. If your GM lets you purchase Feather Step Elkshoes, do that as well.Hand: Deliquescent Gloves.
+1d6 acid damage on every attack for eight thousand gp is very usef. If your GM allows enchanting with multiple abilities as described in the CRB and quoted above, you might also want to make them Demonic Smith's Gloves for twelve thousand more, giving you +1d6 fire damage as well.Neck: Necklace of Adaptation.
You don't need it, until you do, and then you'll be very glad you bought it when you had the chance.Shoulders: Minor Cloak of Displacement.
Constant 20% miss chance. Enough said. Actually, not enough, because the reference to blur indicates that this comes from concealment, which means that you are immune to most precision damage and can always use stealth. Pricy, but worth every copper piece.Weapon: Impervious.
If your GM is the type to sunder your bow, making it impervious and darkwood would be a very smart thing to do - it's cheap and effective. If not, you...
Some good ideas in here too. Thanks.
| Avoron |
Oh, I knew I was forgetting something: Ioun Stones!
You really ought to get the classics: dusty rose prism, cracked dusty rose prism, and cracked pale green prism. Orange prism is also a classic, as are normal and flawed pale green prism, but they're pretty expensive. Then there a few more situational ones that your build might find useful for skills, like a turqoise sphere or a mossy disk - but those probably aren't worth the money. The various spell absorption ones (forms of pale lavender ellipsoid or lavender and green ellipsoid) might come in handy, particularly if you the campaign is winding down. Finally, if you're interested in a Get Out of Jail Free card, a cracked pale orange rhomboid could be an effective and affordable option.
Speaking of Get Out of Jail Free cards, it's never too late to get a couple of cheap one-shots for emergencies, things like snapleaves and beads of newt prevention.
| Alex Trebek's Stunt Double |
As for the armor...did you look up the stats of Kikko armor and Do-maru? They have the same AC bonus and same max dex, but kikko has a lower ACP.
Yes, but the description of Do-Maru suggest you can make it from Darkleaf which is just as good a mithral but cheaper. You seem to have missed out that YOU are mounted, so the armour being medium still doesn't matter.
Sorry, I didn't understand the Bane class feature, still other enchanted ammunition might be useful. Holy Weapon Balm I still think is a good investment.
Also, it's generally not a good idea for a forum thread to become TOO focused on any one build, this isn't just for you, this is for everyone who has made the same general decision as you. If you want private personally tailored advice, you're less likely to get it than advice which generally serves everyone who used these forums.
As you did actually say in your original post "I am looking for general recommendations"
So you're going to get more general stuff that JUST for mounted archer.
| Claxon |
I mean, saving on darkleaf over mithral really isn't a concern I do have quite a bit of money to work with.
And while the movement speed isn't likely to come up since I'm mounted, it still could. And having mithral is an easy way to overcome that. Not to mention sleeping in armor. I can sleep in mithral kikko armor without penalty, while i can't sleep in darkleaf do-maru. These aren't especially important, but mithral is only 2500gp more.
Ummm.....it is a good idea for threads to be focused on 1 build, since I specifically made this thread to ask for advice on my character. There is a virtually unlimited amount of threads that can be made. While I asked for general advice, I thought it was understood that the advice should be taking the general considerations of being an archer Inquisitor, not just what all can be done with Automatic Bonus Progression.
Sorry I think we just had a mismatch in expectations.
Edit: However, this does inspire me to make a sort of "Best in Slot" kind of thread for Automatic Bonus Progression Characters as very general recommendations for anyone using the system.
Fruian Thistlefoot
|
Lots of Stuff........Useful Potions:
50gp:
Disguise Self
Endure Elements
Enlarge Person
Expeditious Retreat
Feather Step
Gravity Bow
Heightened Awareness (pre battle buff)
Illusion of Calm
Infernal healing
Line in the Sand
Lucky Number
Mage Armor
Monkeyfish (climb 20ft of dungeon walls per round)
Polypurpose Panacea
Protection from Evil
Recharge Inate magic
Shield
Speak Local Language
Touch of the Sea
True Strike
Abadar's Truthtelling
Cure Light Wounds
Deathwatch
Divine Favor
Fallback Strategy150gp:
Vanish
Compel Hostility300gp:
-Mirror Image
-Darkvision (4 hours)
-Abeyance
-Protection from arrows (4 hours)
Self targeting or personal spells can not be put into potions.
| Trimalchio |
It would be helpful if you slotted your gear for us.
Karma beads, +4 CL for 10 minutes/ day
More scrolls , break enchantment, greater dispel magic.
A set of cyclonic arrows , otherwise fickle winds could shut you down.
An insurance policy, get a scroll of true resurrection and hand it to the party cleric.
As mentioned meta magic rods of extend would be great for you.
Looks like you have a ring slot open and good saves, maybe ring of evasion.
| Alex Trebek's Stunt Double |
I mean, saving on darkleaf over mithral really isn't a concern I do have quite a bit of money to work with.
And while the movement speed isn't likely to come up since I'm mounted, it still could. And having mithral is an easy way to overcome that. Not to mention sleeping in armor. I can sleep in mithral kikko armor without penalty, while i can't sleep in darkleaf do-maru. These aren't especially important, but mithral is only 2500gp more.
Ummm.....it is a good idea for threads to be focused on 1 build, since I specifically made this thread to ask for advice on my character. There is a virtually unlimited amount of threads that can be made. While I asked for general advice, I thought it was understood that the advice should be taking the general considerations of being an archer Inquisitor, not just what all can be done with Automatic Bonus Progression.
Sorry I think we just had a mismatch in expectations.
Yes, you're right, what I said about Darkleaf it's something a lot more relevant for a dex-focused Fighter who is hitting the limits of even armour training. Mithral is THE super-material for non-fighters and it's going to cut into their budget a lot, I'm holding Fighter as contrast to Inquisitor here, not simply ignoring inquisitor.
Could I add that you might consider getting the armour vents modification:
http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Armor%20 vents
But I don't know if it'll be able to apply for a mithral armour. It's really good mainly for the weight saving, it's just an extra 5lbs to your load limit effectively. Also a potion of Mage Armor for if you're caught outside your armour and an Armor Truss which is bloody fantastic, you can get on medium armour within only 5 rounds without penalty. Compared to 40 rounds without. Worth the weight in the saddle bag.
Or you never get out of your armour, use the spell Keep Watch in Potion/Scroll form to stay awake and not have any of the problems of having to go to sleep yet DEFINITIVELY gain all the benefits of sleep except those directly related to being unconscious as per dreaming, etc. Now depending on how generous the GM is you could cast this to apply even when travelling in the saddle, so you can march all night at a slow steady pace and when the sun rises you are rested. It's definitely useful if you need to sort of hold-up in enemy territory.
Boots of Speed are REALLY good but depending on your party dynamic, Staggerproof boots may serve you better. As you've got a mount and are ranged focused you can pretty much always make full round attacks so (someone in the party) casting haste would be really efficient, you'd burn through Boots of Speed too quick. But if you are knocked from your horse and end up prone you could be deeply screwed. Most inquisitors are crossbow focused, a big deal with crossbows is you can use them while prone for a +4 to AC, might be worth considering the usual resistance to that is how being prone leads you to be unable to react if someone melee focused gets close. But you've got a composite longbow, so you'd never go prone willingly. Though if you've got the money, Boots of Speed probably are better.
Can't believe no one has suggested an adaptive longbow yet. It's a +1000gp so can't be obtained by attunement but is vital if you take even a single point of strength damage/penalty.
| Alex Trebek's Stunt Double |
Self targeting or personal spells can not be put into potions.
I hate that rule, it's pointless. It doesn't make personal-only spells any more special, it just means they don't get used at all.
Why the hell would a wizard or sorcerer need Line in the Sand? That's so obviously build for a martial character with a reach weapon and it's something only they will know when they need it without metagaming.
So for people who have either explicit homebrew or simply GM's who are going to know to use the rules as guidelines rather than substitute for good gamesense, check out those potions.
/rant
Fruian Thistlefoot
|
Fruian Thistlefoot wrote:Self targeting or personal spells can not be put into potions.I hate that rule, it's pointless. It doesn't make personal-only spells any more special, it just means they don't get used at all.
Why the hell would a wizard or sorcerer need Line in the Sand? That's so obviously build for a martial character with a reach weapon and it's something only they will know when they need it without metagaming.
So for people who have either explicit homebrew or simply GM's who are going to know to use the rules as guidelines rather than substitute for good gamesense, check out those potions.
/rant
Because potions do not require a UMD check and can be used by anyone.
Accelerated Drinker is a trait, Drunken Brute Barb is a thing, Potion Glutton is a feat....True Strike for 50gp, Many Personal buffs like Mirror Image easy access...Many people, myself included, would wreck campaigns with this kind of house rule on potions.
Those Melee buffs are for Gish types to use. Not all wizards/Sorc are God Wizards who play optimally.
| Darksol the Painbringer |
Alex Trebek's Stunt Double wrote:Fruian Thistlefoot wrote:Self targeting or personal spells can not be put into potions.I hate that rule, it's pointless. It doesn't make personal-only spells any more special, it just means they don't get used at all.
Why the hell would a wizard or sorcerer need Line in the Sand? That's so obviously build for a martial character with a reach weapon and it's something only they will know when they need it without metagaming.
So for people who have either explicit homebrew or simply GM's who are going to know to use the rules as guidelines rather than substitute for good gamesense, check out those potions.
/rant
Because potions do not require a UMD check and can be used by anyone.
Accelerated Drinker is a trait, Drunken Brute Barb is a thing, Potion Glutton is a feat....True Strike for 50gp, Many Personal buffs like Mirror Image easy access...Many people, myself included, would wreck campaigns with this kind of house rule on potions.
Those Melee buffs are for Gish types to use. Not all wizards/Sorc are God Wizards who play optimally.
Accelerated Drinker makes it a move so long as the potion is in your hand at the beginning of your turn. Requires a bit of set-up, and that your hand is always occupied with the potion in order for this to feasibly work. Not impressed, nor is it overpowered, regardless of whatever potion it might be.
Drunken Brute is an archetype that, although slightly superior to Accelerated Drinker, still falls into an extremely similar scenario as the above. Still not impressed.
Potion Glutton is a feat that has a lot of table variation and requires a specific niche build to make work, especially in PFS cases. Let's also not take into consideration that apparently, without the feat, you can drink a potion as a move action, as if you were the Drunken Brute archetype, which is obviously incorrect based on the rules presented in the Core Rulebook. Of course, if you do somehow manage to pick up the feat, it can open this stuff up.
Let's take your True Strike, it gives you +20 to your next attack roll. It requires that you draw out and drink the potion, which costs 50g per time you wish to do this. Fair enough. On the face, it's not so great, since your first iterative will automatically hit anyway. But the lower iteratives will definitely be useful to receive this benefit.
There is another problem, and that is you need to draw out the potion (which is a Move Action, presuming it's from a Handy Haversack or similar storage item) in order to drink it. Sure, this might be solved by utilizing Poisoner's Gloves, a Sipping Jacket, or even Gloves of Storing, but those only hold one or two potions at a time, tops, and can run into problems with the Action Economy.
The reason personal spell potions don't exist is simply because the developers don't want them to (even though I believe there are published APs that have such items in the game), because even with the current mechanics, a Potion of True Strike could not possibly be overpowered; at least, certainly not more overpowered than a Quicken True Strike.
Fruian Thistlefoot
|
Fruian Thistlefoot wrote:Alex Trebek's Stunt Double wrote:Fruian Thistlefoot wrote:Self targeting or personal spells can not be put into potions.I hate that rule, it's pointless. It doesn't make personal-only spells any more special, it just means they don't get used at all.
Why the hell would a wizard or sorcerer need Line in the Sand? That's so obviously build for a martial character with a reach weapon and it's something only they will know when they need it without metagaming.
So for people who have either explicit homebrew or simply GM's who are going to know to use the rules as guidelines rather than substitute for good gamesense, check out those potions.
/rant
Because potions do not require a UMD check and can be used by anyone.
Accelerated Drinker is a trait, Drunken Brute Barb is a thing, Potion Glutton is a feat....True Strike for 50gp, Many Personal buffs like Mirror Image easy access...Many people, myself included, would wreck campaigns with this kind of house rule on potions.
Those Melee buffs are for Gish types to use. Not all wizards/Sorc are God Wizards who play optimally.
Accelerated Drinker makes it a move so long as the potion is in your hand at the beginning of your turn. Requires a bit of set-up, and that your hand is always occupied with the potion in order for this to feasibly work. Not impressed, nor is it overpowered, regardless of whatever potion it might be.
Drunken Brute is an archetype that, although slightly superior to Accelerated Drinker, still falls into an extremely similar scenario as the above. Still not impressed.
Potion Glutton is a feat that has a lot of table variation and requires a specific niche build to make work, especially in PFS cases. Let's also not take into consideration that apparently, without the feat, you can drink a potion as a move action, as if you were the Drunken Brute archetype, which is obviously incorrect based on the rules presented in the Core Rulebook. Of course, if you...
Because Walking around with a Potion in hand with a 2 handed weapon is not completely unheard of and is a typical thing a good player WILL do every chance he gets. And with that in Mind reach tactics are not unheard of either.
Move action Drink Truestrike, Move into Reach tactics position, and sub in a Combat Maneuver attempt on the AoO like a smart Fighter type. Now I'm tripping Multi legged creatures with EASE. All for the cost of 50gp.
Spring-loaded Wrist Sheaths, Bandoleers, and Haversacks are COMMON and make retrieval a swift and drinking a move... they are all rather cheap too.
Quickened True strike requires level 5 spells (3 or 4 IF traited). Minimum level typically is 9th level for Quickened ANYTHING. Level 1 options Verses level 9 option.
| Claxon |
Ummm...could we get back onto topic about what are good items for my character to use under the automatic bonus progression system?
I mean, I understand that there are strong feelings about why there aren't or should be potions of personal spells but that's not the purpose of this thread.
Thanks in advance.
| Avoron |
Okay, this Ultimate Equipment errata spices things up a bit.
Assuming your group will be using the updated rules:
You'll want at most one quick runner's shirt, and it should go on your mount.
Purchasing feather step boots would be pretty much pointless. Consider buying a wand of feather step or mass feather step instead.
Your bracers or falcon's aim are pretty much worthless. Consider buying a wand of aspect of the falcon instead.
Your jingasa of the fortunate soldier is pretty much worthless. You could replace it with another crit-negation item, which range from cheap (buffering cap) to moderate (abberant amulet of the blooded) to expensive (khepesh of refuge). You also might want to grap a gunfighter's poncho to help boost your touch AC.