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8

No. You get your base speed from this, if you had something that increased your speed (like say the Eager Advance feat), that would let you shift your speed. Running is a specific type of move action that lets you move up to your speed +2, it does not increase your speed. For ideas on how to increase your base speed, you can look at the pixie I built here ...


1

Shall you be a Cleric or a Warpriest, your role as a leader is to keep your party alive by healing and throwing around buffs. 4e's mechanics let you contribute to damage as well (unlike older editions where if you wanted to heal your party you needed to spend your whole turn doing so, thus the healbot concept was born) but dealing lots of damage, while nice ...


3

Let's start with the basics, 10 reflex at first level isn't great, but it's not atypical either. There are some things you can do about it though. The two best ways to patch reflex are as follows: Superior Reflexes - this gives you a scaling +2 bonus to reflex and CA on your first turn every encounter. However, don't burn your L1 feat on this Wield a ...


5

All of your answers can be found in the ranger's handbook. In short, focus on twin-strike spam. Shoot-to-thrill is a level by level build of a ranged ranger by lordduskblade which focuses on making twin strike everything it can be. Pick up a greatbow ,bow expertise, weapon focus, and bracers of archery to complete this supremely boring build.


0

I'm guessing someone else will soon cover the more "beaten path", so I'm looking at all sorts of exotic sources for feats, prestige classes or spells. Also since you didn't mention anything about the backstory, settings or character of this orc barbarian (typical) / bard (less common) / dragon disciple (wait, what?!), I'm guessing you put more weight on ...


4

Giant in the Playground's Increasing Size, Effective Size, Unarmed Damage, Reach thread is of some limited utility. Minmaxboard's Grappling Handbook, Hulkamania is runnin' wild, is of somewhat more use. From your current position, I suggest the following. Option 1: Sorcerer No, really. Enlarge Person as a spell gives you +5 to your grapple modifier. It ...


9

For this study I'm going to look at 10 spells that can be cast at higher levels. Picking 10 somewhat randomly (ok, not really randomly, this is basically all the Evocation spells) here's the list L1 Magic Missile (up to 3 missiles, 1d4+1 no save/attack, higher levels more missiles) L1 Burning Hands (15' cone, 3d6 Dex save for half, +1d6 per spell level) ...


4

You have to make a spell by spell comparison every time you level up And comparing spells is more art than science. Multi-target damage Let's assume you have 2 enemies, 10 HP each. You do 6 damage to both of them, they still hit you on their rounds. If you do 10 damage to one of them, you will be hit only once. For optimization, 2 x 6 < 10. There is no ...


0

The following are courtesy of a friend and act as appropriate substitutes in specific situations but do not necessarily affect the general case. An Utaku Battle Maiden starts with an Utaku warhorse, which by the RAW does not need any sort of special training or skill rolls to attack. That means that an Utaku and her horse can block the cave entrance ...


0

The effective yojinbo isn't such by the mechanical effects of their rank-derived abilities. It's by seeing to it they are reading the situation, and making the credible threats. In other words, you are attempting to solve a Role-play issue with a mechanical substitute. Use your skills to intimidate opponents; remove your ward before fights begin, and if a ...


3

At L1, Two Weapon fighting (TWF) is more optimized. At level 20 the preference switches to Great Weapon Flighting (GWF). Let's look at why. We're only going to go with a brief snapshot here of L1 and L20. I'm going to assume that Str is 16 at L1 and 20 at L20. Our TWF will wield dual Scimitars (or short swords), and our GWF will wield the Maul or Great ...


2

It's fortunate the scout (CAd 10-13) gets 8 skill points per level because that lets him dump Intelligence. As an archer he'll need Strength and Dexterity, and as a fighter-type (with a medium base attack bonus... sigh)--and like everyone, really--he'll need Constitution. The elite array probably puts either an 8 or 10 in Intelligence (saving the 12 for ...


1

I am currently playing a Half-ling Rogue character with 14 INT, which means 10 skill points per level. While it may seem a lot, actually I spend points in more than 10 skills. Rather than absolutely maximizing 10 skills and being completely useless outside of those 10, I much prefer spreading my character a bit: Maxed out skills: mandatory ones where the ...


0

Well, you've already got 7 there, so for 4 more I would go with Spot, Listen, Jump and Climb. Even though they are based of abilities that you won't have all that high, there will be many situations where the scout is the best person around to use those skills ,either because you are out on your own, or just because not many wis based classes have spot and ...


0

It really depends what you want to do with the character. To me, the Scout seems like a mix of Rogue and Ranger. My wife almost always plays Rogues. I suggested she try a Scout in the current game I'm running. So, she chose skills that would let her fulfill the "Rogue role" in the party - hide, move silently, disable device, etc.


0

A typical roll should be succeeded by a fully-trained PC with an average roll (10). With Kirin's Path you have an 80% chance of getting at least 10 and a 25% chance of getting at most that. Trivial Knowledge will make sure you get a 10 whenever you choose to but will make higher rolls harder to achieve, relatively speaking. So any time you need at most a 10, ...


3

Mathematically, rolling twice and taking the better result is better when you want a high roll, while taking-10 is better for reliability. Basically, if taking-10 is sufficient to get the result you want, it’s the obvious choice, but if not, you need to roll to get higher. Optimizers typically treat rerolls as an effective +5, though statistically its ...


0

You probably won't find articles or threads around the internet because Trivial Knowledge is from Races of Stone (3.5e) and Kirin Path is from Pathfinder. The major difference between the two feats is that one allows you to roll twice and take the better result, the other one allows you to simply take 10. You can use this skill to identify monsters and ...


2

At level 13, the record damage at-will is 109 damage per round across multiple targets. If you're interested in knocking out people and killing them in their "sleep" you should be an executioner (assassin). Their Assassin's strike power is designed to kill people in their sleep and would do a respectable bonus 40 damage on top of your normal attack, not ...


2

If you're looking to be a blaster, your best option is most likely going to actually not be in the Wizard / Sorcerer group of classes at all. Psions are pretty much second to none when it comes to blasting. They have the choice of four different elements they can manifest, Cold, Electricity, Fire, and Sonic; which change either the type of save of the ...


2

Level 12 Analysis Your AC is very low. At level 12, AC 18 is essentially a death sentence. I'm going to assume you have a source of Mage Armour from a party spellcaster, giving you an AC of 22, and a further Ring of Protection or Amulet of Natural Armour or Barkskin or something to up that by +2 to 24. 24 AC is still incredibly low. The lowest attack ...


1

The Archmage prestige class (DMG) makes a nice blaster, although it does take some time/effort to get into. But I've had lots of fun playing one once I got there. It has a number of nice High Arcana abilities available. My favorites for a blaster are: Mastery of Elements The archmage can alter an arcane spell when cast so that it utilizes a ...


9

The basis for optimized blasting in 3.5 is the mailman. Specifically, the goal is to have an extremely reliable nuke, that happens to deal enough damage to kill anything. Ultimately, maximizing damage isn’t the hard part, it’s making sure nothing is immune to that damage. Force damage is usually a good starting point, since force is very rarely ...


4

My favorite themed blaster I made was based off Grey from Fairy Tale. He was a crossblooded sorcerer with Draconic(White) and Elemental(Water) bloodlines. This meant that I could make every spell into an ice spell and Draconic added more damage as well as some more resistances to cold. (Since Grey loves to rip his shirt off in battle) Overcoming ...


6

Mostly taken from this answer, but I’ve stripped out the references to things that won’t help you. By the way, I strongly recommend that all DMs ban all of these tricks, and furthermore ban the build that you’re proposing, should you find some other way to accomplish it. Improved Sigil (Krau) Illumian: race and 1 feat (Races of Destiny) An illumian ...


3

Thug Rogue A build I recommend a lot on this site is the Thug Rogue. The Thug is an archetype for the Rogue in pathfinder. It allows you to stack the Shaken condition from Intimidate up to Frightened. If you score well enough on Intimidate to make it last for four rounds or longer. With the Enforcer feat, you can Intimidate for free any time you use ...


2

An important note about starting level: Arcane Trickster with Wizard starts at level 7. Arcane Trickster with Sorcerer starts at level 8. Also note that you only get Sorcerer abilities up to level 4. After that you will be gaining levels in Arcane Trickster, so you will only get the Bloodline abilities for level 1 & 3. You will only get the bonus ...


1

Disclaimer: I only briefly glanced over the Bloodlines just now (and have likely missed some), and I'm not too familiar with the AT. I suggest looking at the Elemental and Aberrant Bloodlines. Both get a ranged touch blast at first level, which is nice, and works with Sneak Attack. While the Resistance of the Elemental Bloodline is not too great, it gets a ...



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