Page 2 of 2

Re: RTA from invisibility/stealth

Posted: Thu May 01, 2014 5:40 pm
by Hoihe
Karond wrote:
Planehopper wrote:
Karond wrote:Wield a weapon. Cast GMW on it, that's +5 to RTA. A higher DEX helps, but don't cripple your spellcasting by improving DEX too much.

That is a pretty shady "work around" bordering on exploitation of the engine, in my opinion.
You're trying to say that like it's a bad thing. The engine works in mysterious ways. There are many feats, spells and abilities that "exploits the engine" to do something that may not be intended. RTA bonuses is a very light version of that.
A bit useless vs enemies with Deflect Arrows feat or abilities, though. When fighting such a foe, unequip your staff because that 5 extra points of AB are just not worth missing your high rolls..

Re: RTA from invisibility/stealth

Posted: Thu May 01, 2014 11:43 pm
by fashionisdanger
Talking about this, reliable high level spells that do not have a SR or a save check for such wizard/assassin builds?

Re: RTA from invisibility/stealth

Posted: Fri May 02, 2014 6:06 am
by Karond
fashionisdanger wrote:Talking about this, reliable high level spells that do not have a SR or a save check for such wizard/assassin builds?
No save and without SR is a fantastic combination, but there are few spells like that. Orbs are standard, and fit your RTA thing as well. You can use metamagic to use the orbs on higher levels. Other than that the best spell, and really the only spell, is Greater Shout. The damage is halved, but at least it always does damage. It also always makes the target deaf for a number of rounds, and it stacks with itself. This works great against mages and druids, but not so much FS or clerics since they tend to have stone body on them (and are thus immune to deafness).

Re: RTA from invisibility/stealth

Posted: Fri May 02, 2014 6:09 am
by Valefort
Flaywind burst is also a good pick even though not too high level.
Flaywind Burst
Evocation (Air, Earth)
Level: Cleric 5, Druid 5, Sorcerer/Wizard 5
Components: V,S
Range: 60'
Area: Cone-shaped burst
Duration: Instant
Saving Throw: Reflex half
Spell Resistance: No
This spell produces a brief windstorm, filled with scouring, supernatural grit that literally strips flesh. Creatures within the area take 1d6 points of damage per caster level (maximum 18d6) from the scouring sands and are knocked down. A successful Reflex save halves this damage and avoids the knockdown effect.

Re: RTA from invisibility/stealth

Posted: Fri May 02, 2014 7:42 am
by fashionisdanger
Sounds ok, since the orbs are part of my selection too! Is 26 CL acceptable or does it need Spell Pen somewhere (prolly epics at this point). Blind Fight?

Re: RTA from invisibility/stealth

Posted: Fri May 02, 2014 7:47 am
by Aelcar
fashionisdanger wrote:Sounds ok, since the orbs are part of my selection too! Is 26 CL acceptable or does it need Spell Pen somewhere (prolly epics at this point). Blind Fight?
Blindfight was very nice to have, but not as an epic feat. Spell Penetration is a bit of a waste when your main spells are no SR ones. CL 26 is acceptable for this kind of build, beware of Mords.