Mandate of Heaven (Inactive)

Game Master rorek55


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Silver Crusade

many combat maneuvers will be viable this game. Even into the higher levels where they normally run into problems. They may be large/huge creatures at some points however, so perhaps ki throw would be a good pickup.


I did plan on it. =)

Though Amin seems to have the Trip thing down too. Maybe I'll go with something different.


Ehhh feel free to go for it =D
though some diversity would be nice...


I think I'll focus on being a Maneuver Master, in the Path of War sense.

It occurs to me that as a Drunken Master I can essentially recover my Maneuvers as a Swift action an infinite number of times in a day, which seems awesome. So I might pump most of my Feats into Advanced Study and Extra Readied Maneuver.


Rynjin wrote:
Ixos wrote:
May we use a style feat (such as Snake Style) at the same time we have a Stance from Path of War going?
There is actually a Feat for that in Path of War.

That feat allows you to enter stance and style with the same swift action. Nothing (like Normal: section of that feat or Style Feats paragraph at the beginning of feat section) says you can't use both style and martial stance.


Styles aren't stances; they're not the same thing and uses different rules.

Also, stances last as long as you want, while style feats have to be activated at the start of every combat.


Um, am I missing something? Where's the list of maneuvers in Path of War? I'm not finding any of them, just references from the class archetypes and prestige classes...


There should be a sidebar on http://www.d20pfsrd.com/path-of-war, with second section linked to http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers.


Personally I don't think I will ever allow Path of War in my games...These maneuvers are a bit too powerful for my taste.
Not to mention the organization of the rulings is weird...Where can I find what classes grant martial maneuvers? I'm assuming the monk does...But how are you supposed to know you're initiator level.
I know rorek said to use monk level as initiator level, but in other cases. Idk it just seems like too much work and very imbalanced to me.


The Dragon wrote:

Cool. Do we get maneuvers and stances, or is it just that our initiator level is high for the purpose of picking them up via feats or dips?

If we do get maneuvers, can I make a proposition as to how to make it work? I'm personally envisioning one of two options:

1, Everyone gets one discipline, for maximum diversity.
** spoiler omitted **

2, It makes sense that monks have the Broken Blade discipline as 'basis training' of sorts, so everyone gets that + one discipline of their choice.
** spoiler omitted **...

Going by the second table, we wouldn't get any 2nd level maneuvers until level 5, which allows us to qualify for 3rd level maneuvers, unless we can somehow replace maneuvers through level up.

Also the recovery by ki points is kind of broken, as rynjin stated:

Rynjin wrote:
It occurs to me that as a Drunken Master I can essentially recover my Maneuvers as a Swift action an infinite number of times in a day, which seems awesome. So I might pump most of my Feats into Advanced Study and Extra Readied Maneuver.

It makes it way too easy to recover maneuvers, which are already pretty dang powerful. Also by getting 3 maneuvers and 1 stance @ level 1 means we have all but 2 options allowed for Broken Sword, I know we are allowed 2 disciplines, but that seems like a bit much, and just like spells, shouldn't we be able to use them a number of times that is greater than the number of maneuvers we know?

One of my pet peeves is balancing and fairness in games, I don't want to be overpowered and make the GM stress out trying to make challenging encounters or make us be bored because everything is too easy.

I understand these maneuvers are cool and it can be exciting to be able to add all of these new abilities to the martial classes, but it just seems OP to me.


Included a backstory.


I can't seem to find the complete descriptions of the stances & maneuvers on d20pfsrd.com. They've put in the Black Seraph, thankfully, but they don't seem to have the others (or the links aren't updated). Anyone have a different public & legal source?


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

The information should be after the lists. Just search the page for the maneuver name


Nyaa wrote:
That feat allows you to enter stance and style with the same swift action. Nothing (like Normal: section of that feat or Style Feats paragraph at the beginning of feat section) says you can't use both style and martial stance.

Ah. Misunderstood what you were asking for, since there's no reason for Styles and Stances to conflict.

BigP4nda wrote:


Going by the second table, we wouldn't get any 2nd level maneuvers until level 5, which allows us to qualify for 3rd level maneuvers, unless we can somehow replace maneuvers through level up.

We can replace Maneuvers every 4th level. Plus you read the table wrong. We get 3 known at 1st, 1 at 2nd, 1 at 3rd, and 1 at 5th. So with swapping at 4th you end up with 3 1st level, 2 2nd level, and 1 3rd level, along with 4 Stances.

BigP4nda wrote:


It makes it way too easy to recover maneuvers, which are already pretty dang powerful. Also by getting 3 maneuvers and 1 stance @ level 1 means we have all but 2 options allowed for Broken Sword, I know we are allowed 2 disciplines, but that seems like a bit much, and just like spells, shouldn't we be able to use them a number of times that is greater than the number of maneuvers we know?

One of my pet peeves is balancing and fairness in games, I don't want to be overpowered and make the GM stress out trying to make challenging encounters or make us be bored because everything is too easy.

I understand these maneuvers are cool and it can be exciting to be able to add all of these new abilities to the martial classes, but it just seems OP to me.

It's not. Maneuvers are supposed to be slightly less powerful than spells, which they are. Initiator classes are generally as powerful as 6 level casters, except with Ex and Su abilities instead of spells. It's only OP if you for some reason don't like martial classes getting something vaguely resembling combat base spells, and some self-buffs.

The Ki recovery thing isn't as powerful as you think it is, since Maneuvers are essentially "per encounter" anyway. Given a Full Round action a Stalker for example can recover a number of Maneuvers up to his Wis mod, and all Maneuvers recover after a minute without combat for all Initiator classes.

All the Swift action thing does is make some Maneuvers usable multiple times in a combat. And it in't that great in any case since a good chunk of Boosts are Swift actions, and all Counters are Immediate, so there's a lot of Swift action conflict.

Add on top of that that we are getting half of the usual Maneuvers known and Readied on our Monks and any cries that it is overpowered are unfounded.

Silver Crusade

Nothing about it screams op to me, many of the maneuvers are either standard action or swift/immediate which will bite peoples action economy. Aside from that. Compared to spellcasters at 10+ these things are cake. I'm good at encounters so after 1-3 I should have a good feel down and its easy from their.

That said, I do feel this is a perfect time for me to test out path of war, if I find swift action maneuver regen to be a problem I'll throw it out.

Edit: ninjaed by a monk


Edit: Ninja'ed. I'll just +1 everything Rynjin said.

Thank you.


The maneuvers known table I admit I kind of misread, and it seems more balanced than I originally interpreted, but I still feel the same about the maneuvers in general. I haven't looked at any other disciplines besides Broken Sword, and what bugs me is the Iron Hand Stance paired with the "metal" knuckle chain, which essentially stack a bunch of d6's to your already very high unarmed strike.
With My monk (assuming the half progression of initiator level for non-martial classes has a minimum of 1) @ Level 7 w/ Iron Knuckles I can do the following damage:

Enhancement Points from Level: 1 Int, 1 Str, 1 Wis.
Character Advancement: 1 Dex
Str 14, Dex 16, Con 13, Int 13, Wis 19, Cha 11

Flurry of Blows +5/+5 (1d8+5d6+2)

This is also considering I am 2 levels below a 7th level monk, not using power attack, and no magic items. Just purely Iron Hand Stance and Iron Knuckles that's a min of 8 max of 80, not including criticals.
Dealing an average of about 30 DPR
Not to mention I can spend 1 ki to add another attack at my highest BAB, then next turn I can recover the Iron Knuckles maneuver, tripping my opponent to ensure I don't get attacked, then follow up with the same tactic.


Looking at the group it seems the only thing we lack is a pure melee damager, and an Archer.


BigP4nda wrote:

The maneuvers known table I admit I kind of misread, and it seems more balanced than I originally interpreted, but I still feel the same about the maneuvers in general. I haven't looked at any other disciplines besides Broken Sword, and what bugs me is the Iron Hand Stance paired with the "metal" knuckle chain, which essentially stack a bunch of d6's to your already very high unarmed strike.

With My monk (assuming the half progression of initiator level for non-martial classes has a minimum of 1) @ Level 7 w/ Iron Knuckles I can do the following damage:

Enhancement Points from Level: 1 Int, 1 Str, 1 Wis.
Character Advancement: 1 Dex
Str 14, Dex 16, Con 13, Int 13, Wis 19, Cha 11

Flurry of Blows +5/+5 (1d8+5d6+2)

This is also considering I am 2 levels below a 7th level monk, not using power attack, and no magic items. Just purely Iron Hand Stance and Iron Knuckles that's a min of 8 max of 80, not including criticals.
Dealing an average of 30 DPR
Not to mention I can spend 1 ki to add another attack at my highest BAB, then next turn I can recover the Iron Knuckles maneuver, tripping my opponent to ensure I don't get attacked, then follow up with the same tactic.

Yar, 'tis possible. 30 DPR is good but not great at 5th level however. And doesn't really scale into 6th, where most classes double their damage output.

I've played a Stalker at level 9 using Thrown weapons with Broken Blade, and it's buff but not as buff as you might expect.


I took zen archer


Neat. I'll fill the last gap with probably a Monk of the Four Winds using Thrashing Dragon and Broken Blade. I've already made a Veiled Moon based Stalker so I'd like to try another Discipline. =)


Perhaps it won't scale if you keep Iron Knuckles, but if you retrain it to Shards of Steel Knuckles.
Level 10:
Flurry of Blows +9/+9/+9/+4/+4 (1d10+9d6+6)
Ignores DR and Hardness and makes the target bleed.
I now have 4 AoO w/ Combat Reflexes.
I also Have Greater Trip/Vicious Stomp, and would probably invest in Improved Critical as a bonus feat.

This damage now caps to a whopping 350 damage, not counting crits.
Averaging out to around 85ish DPR

Again this is without magic items, I did include Power Attack, Weapon Focus, and an additional attack via Ki.

EDIT: IF you were to hit with all attacks, I previously assumed you'd hit with half (multiplied average damage by 2.5 and added a couple points for flex), and dealt average damage that would total to 190 points of damage.


Which is again, expected for 10th level.

My Barbarian at 10th crit on a single attack for over 250 damage. On a full attack he'd routinely deal that much as well.


I think damage will be fine, we can all pitch in on that.

As long as the opposition is evil, I suspect Teia will shine in that capacity, at least from level 7 onward, when smites become if not abundant, then at least more widely availible.

Flurry+Broken blade stance (flurry works like TWF, so that's +2 attacks)+Smite Evil

Should be deadly enough. She can't really spread it out though. We really lack CC and area of effect damage, but that's just how it is with

Teia can currently heal 4d6 with her Silver Knight's blade once per combat(unless recovered), and has LoH for 1d6 five times per day. It's not perfect healing, but she also has UMD+13, and two 'wands' of cure light wounds for out of combat healing once she's exhausted lay on hands.

Also, [rant]I don't have near enough skill points; I wanted her to be a gardener and healer, but I also need 5 ranks of bluff for a feat, five ranks of K.Religion for the PRC, and some skills to represent her time as a samurai.

On top of that, UMD is near useless unless maxed, and that leaves precious little room for skills to represent the capabilities she has learned in the monastery.

/end rant.

Edit: Bigpanda, there's two problems:

1: That's weaksauce damage.

2: You can't combine strikes with flurries, or full attacks, for that matter. They have their own initaition times, in this case a standard action. In your example, you only get one attack with +9d6 damage. There's also an error in the d20pfsrd; the damage bonus from Pugilist's Stance scales at 8th and 16th level, giving you an extra d6.

You'd be better off to pick up the Iron Knuckle maneuver.
At 8th level, you could do something like Iron Knuckles + Broken Blade Stance, Str 18, +2 enhancement, Flurry +6/+6/+1/+1
+10/+10/+10/+10/+5/+5 for 1d10+4d6+6 for 25.5 average damage per hit. It might not be terribly likely to hit, but if you get in the first four shots at least, you end up with 102 average damage, better than the 80 you got the other way.


I've always been a fan of giving a few free skill ranks at 1st level to represent that sort of stuff. Stuff like a rank in Kn. History, a rank in Craft: Alchemy, and so on.


Rynjin wrote:

Which is again, expected for 10th level.

My Barbarian at 10th crit on a single attack for over 250 damage. On a full attack he'd routinely deal that much as well.

I don't see how, even if you were using a Greataxe w/ power attack and 26 strength and Vital Strike, you still have over 40 points unaccounted for if you say you dealt 250+ on a single crit...


Though I noticed now I misread Shards of Steel Strike. I thought it was a boost like Iron Knuckles but it is a strike, so it is an attack itself meaning no full-attack with it.


I believe the unbalance I am seeing might be because the Broken Sword discipline may have been meant for non-monks/brawlers to supplement for the lack of unarmed strike boosts, giving the monk access to these boosts is adding insult to injury IMHO.


The strikes are only really useful when you can't flurry, unless you really, really need the rider effect.

There are a few ways around it if you use the path of war classes (I.E. the deadly ambush slayer with a gun who picks up flat-footing maneuvers works better single-attacking than full-attack due to getting lots of d10)

But mostly, full attack>anything strikes can do. Especially if you use a boost that lets you add damage to all the attacks.

Edit:

Quote:
I believe the unbalance I am seeing might be because the Broken Sword discipline may have been meant for non-monks/brawlers to supplement for the lack of unarmed strike boosts, giving the monk access to these boosts is adding insult to injury IMHO.

I really don't see it. They work fine with other monk weapons as well. For one thing, the difference between 1d3 and 1d8 is exactly 2.5 damage. For another, temple swords work with everything in the broken blade discipline. As does seven-pointed swords, for that matter, and they do 1d10. And are two-handed weapons to boot, so *1.5 str and power attack.

What you're seeing is trying to let non full-attacks deal close to as much damage as full attacks.

Edit: How does a barbarian crit that high, though? It's off-topic, but I'm genuinely curious.

Barb has a belt of +4 str. He has 20 str starting out, 22 due to increases. He rages for +6 str at level 10. He now has 32 str.

+2 furious curageous axe. His str just increased by +2. 34 str.

Damage; 1d12+31. I'm actually unsure of how to push it much higher from here. Witch hunter could probably add something, but how much? I'm "only" seeing upwards of 150 damage here.


BigP4nda wrote:
Rynjin wrote:

Which is again, expected for 10th level.

My Barbarian at 10th crit on a single attack for over 250 damage. On a full attack he'd routinely deal that much as well.

I don't see how, even if you were using a Greataxe w/ power attack and 26 strength and Vital Strike, you still have over 40 points unaccounted for if you say you dealt 250+ on a single crit...

He's level 17 now, but let's see if I can work backwards in my head. It may have been 11 or 12 now I think of it, but lessee.

He was an Orc, so started with 18 Str. +4 Belt, +2 leveling, +4 Rage. So 28 Str. Then he had a Furious Courageous Earthbreaker, so that increased the Str to a total of 30 while Raging. +15 damage.

Power Attack added +9.

+4 weapon.

+4 Witch Hunter.

+4 Good Hope.

So +36 static damage.

I'm thinking it was 250 for the full attack, so my bad. But still.

6d6 + 108 ⇒ (3, 1, 3, 4, 2, 4) + 108 = 125


The Dragon wrote:

The strikes are only really useful when you can't flurry, unless you really, really need the rider effect.

There are a few ways around it if you use the path of war classes (I.E. the deadly ambush slayer with a gun who picks up flat-footing maneuvers works better single-attacking than full-attack due to getting lots of d10)

But mostly, full attack>anything strikes can do. Especially if you use a boost that lets you add damage to all the attacks.

Yea especially when it lets you ignore DR at level 3...

Adamantine Knuckles with Pugilist Stance....+9d6 and ignore DR for every attack (which is 7 @ 17th), so 63d6...

EDIT: "You hear a mighty roar of a dragon, as he swoops down, nearly knocking off your feet with the sheer force of his wingbeat."
Great Wyrm Red Dragon
within two rounds:
14d8 + 63d6 + 84 ⇒ (4, 8, 3, 1, 1, 5, 3, 6, 2, 1, 3, 2, 3, 7) + (3, 3, 5, 6, 3, 6, 3, 5, 3, 2, 2, 1, 3, 2, 5, 6, 3, 3, 5, 1, 6, 2, 3, 5, 1, 3, 1, 4, 5, 3, 6, 6, 6, 6, 6, 2, 2, 6, 1, 2, 2, 3, 6, 3, 3, 2, 5, 5, 6, 2, 2, 3, 5, 5, 5, 3, 6, 3, 5, 1, 6, 4, 6) + 84 = 370

A party of 6 monks...
84d8 + 100d6 + 100d6 + 100d6 + 78d6 + 504 ⇒ (4, 3, 6, 5, 8, 7, 8, 7, 7, 7, 3, 1, 1, 8, 1, 5, 3, 7, 6, 7, 8, 8, 1, 8, 3, 5, 4, 6, 2, 3, 1, 4, 3, 5, 4, 8, 8, 2, 7, 8, 6, 5, 4, 8, 5, 1, 7, 2, 7, 5, 5, 7, 6, 5, 1, 6, 4, 5, 5, 3, 4, 3, 3, 5, 5, 5, 6, 3, 3, 6, 4, 7, 6, 7, 2, 4, 5, 1, 5, 5, 1, 2, 3, 8) + (1, 5, 4, 5, 6, 1, 1, 5, 5, 4, 2, 3, 4, 2, 6, 4, 3, 3, 3, 5, 2, 6, 3, 5, 1, 5, 6, 4, 1, 4, 6, 3, 6, 3, 6, 5, 5, 1, 3, 6, 1, 1, 6, 4, 6, 3, 6, 3, 6, 5, 1, 2, 6, 1, 6, 6, 5, 2, 2, 3, 3, 4, 5, 5, 5, 3, 4, 1, 2, 3, 2, 2, 3, 1, 2, 2, 5, 3, 2, 1, 3, 3, 1, 6, 2, 1, 2, 1, 1, 1, 2, 1, 5, 6, 4, 4, 1, 3, 1, 5) + (1, 6, 5, 3, 1, 4, 5, 2, 1, 4, 3, 6, 6, 3, 2, 4, 5, 4, 1, 6, 3, 6, 3, 6, 2, 5, 5, 2, 2, 2, 6, 2, 1, 1, 6, 4, 3, 1, 3, 5, 4, 2, 3, 4, 2, 2, 2, 6, 5, 4, 6, 1, 3, 1, 6, 6, 5, 5, 2, 3, 4, 2, 2, 1, 1, 2, 4, 4, 4, 5, 3, 6, 6, 6, 4, 2, 1, 2, 2, 3, 6, 4, 5, 5, 4, 2, 6, 2, 6, 1, 1, 3, 6, 4, 2, 2, 3, 6, 6, 5) + (2, 2, 5, 1, 2, 6, 4, 2, 5, 2, 4, 1, 1, 2, 2, 4, 5, 1, 5, 3, 4, 2, 2, 3, 6, 2, 1, 3, 4, 5, 2, 5, 2, 3, 5, 5, 5, 2, 3, 1, 6, 2, 4, 2, 2, 4, 3, 2, 6, 2, 2, 3, 4, 1, 5, 3, 3, 1, 5, 5, 6, 2, 4, 3, 4, 3, 1, 5, 1, 1, 4, 6, 2, 5, 4, 4, 4, 1, 2, 4, 3, 2, 1, 2, 4, 1, 5, 1, 5, 1, 1, 3, 6, 5, 5, 3, 4, 4, 3, 5) + (1, 5, 5, 4, 4, 3, 3, 5, 3, 2, 6, 3, 4, 5, 2, 5, 1, 5, 4, 3, 4, 4, 4, 1, 2, 1, 5, 5, 1, 1, 6, 1, 5, 3, 2, 2, 4, 2, 1, 1, 5, 1, 1, 1, 5, 2, 5, 5, 4, 2, 4, 2, 5, 4, 4, 4, 6, 6, 4, 3, 3, 4, 6, 6, 2, 2, 5, 1, 3, 2, 4, 5, 5, 1, 5, 6, 1, 4) + 504 = 2185

._. wow...

EDIT 2: Even Lucifer himself wouldn't stand a breath of a chance....


That comes out to some 220ish damage total. Meh. Are you seriously complaining that things can kill things with full attacks? They've been able to for a while now.

Silver Crusade

@ all As I said I will be using path of war for now, if ever comes a time I feel it is too much I will change it. However, looking over it I still don't see much in the way of being extremely broken, it gives martial's a boost so I like it. Especially with martials never breaking Tier 3 in strongest characters.

The biggest Issue I see would be allowing a druid access to some of this stuff :P


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
rorek55 wrote:

@ all As I said I will be using path of war for now, if ever comes a time I feel it is too much I will change it. However, looking over it I still don't see much in the way of being extremely broken, it gives martial's a boost so I like it. Especially with martials never breaking Tier 3 in strongest characters.

The biggest Issue I see would be allowing a druid access to some of this stuff :P

... Or an alchemist/investigator built around monsterous physique.


The background is coming along slowly but surely. My mechanics are all done.

Rorek, I went the cost of a belt pouch, a waterskin, and three days of trail rations over budget, I hope that's ok.

Nau, since we're both going to be playing Jade Dragon affiliates, you have the whole 'incredibly wise teacher' thing going, and Teia is probably going to be the newest of the bunch, that we might develop a sort of master/padawan relationship between them over the course of the campaign, if you think that might be a good idea.


I guess I'll accept this as an opportunity to be overpowered, I'll continue working on my monk, I will change him to Emerald Tortoise instead of Jade Dragon.

I am still kinking out the details of his background but basically he is going to have a fascination with Inevitables, through stories and such. As an orphan he found his home inside books, anytime he wasn't training or meditating he was reading, as he furthered his studies and learned of Inevitables he began to fixate of the balance of the world, he began to study ways to contact them and devoted must of his training to spiritual meditating, he even dabbed a bit into Divine magic where he learned of Osiris, the god of reincarnation, where he began his focus on the discovery of immortality. He used his mastery of meditation to maintain an ultimate calmness and clear, unbiased view of the world.

He devoted his life to maintaining balance and structure in the world, resolving conflicts without taking sides and in a result that benefits the world as a whole rather than selective parties.

It would be neat if at some point He could meet an Inevitable an ally himself with their race, as well as the axiomites. (Or whatever the equivalent is in your world).


Having a bit of trouble with the crunch (I have no idea what I want Anzir to actually DO. I have exactly one Feat written down.), but here's the background.

Silver Crusade

To all. It may pay off to get some of the more overlooked feats, such as deflect arrow, wind stance and even Dodge. And remember you get a free feat at lvl 1


I thought you decided against the free feat?


Nau Invishi wrote:
I thought you decided against the free feat?

Shhhhhh!


rorek55 wrote:
To all. It may pay off to get some of the more overlooked feats, such as deflect arrow, wind stance and even Dodge. And remember you get a free feat at lvl 1

Character sheet.

May trade Extra Readied Maneuver with Serene Stride, and possibly Combat Reflexes with Dodge (I don't have a Reach weapon or any way to trigger AoOs, but Dodge is kinda meh). How much do you think permanent water walking would come in handy?

Other than that, only thing left to do is buy some bandoliers, some flasks, and fill them with delicious booze. And maybe some grenades.

Silver Crusade

Rynjin wrote:
rorek55 wrote:
To all. It may pay off to get some of the more overlooked feats, such as deflect arrow, wind stance and even Dodge. And remember you get a free feat at lvl 1

Character sheet.

May trade Extra Readied Maneuver with Serene Stride, and possibly Combat Reflexes with Dodge (I don't have a Reach weapon or any way to trigger AoOs, but Dodge is kinda meh). How much do you think permanent water walking would come in handy?

Other than that, only thing left to do is buy some bandoliers, some flasks, and fill them with delicious booze. And maybe some grenades.

If I don't see you thowing Moltov's around I will be disappoint.


I'm considering dropping the Cloak of the Hedge Wizard and picking up a Necklace of Fireballs instead.

It's amazing how effective they are when you drop one at your feet and you have Evasion.

The main issue is, of course, it's a hefty price for so few uses.


After thinking about his back story, I decided to move Amin into the Opal Ghosts. (Though he will miss the general +1 to CMB... but BigP4nda's character sounded like a better fit anyway.)

As such I have updated his background, description, and character sheet to reflect this. I gave him some basic items and finished his Ten-Minute Background as well. I would like to give his character sheet a once over one last time to ensure everything is correct, but Amin should be ready otherwise. (I promise I won't play with his concept anymore.)

He should be a good anvil for a non-magic party, disarming and/or tripping as needed, but he can put a good amount of damage into an attack or two. He also should be able to deal with any traps or sneaking as needed (i.e. rogue replacement.)

Finally I had a couple of questions
First, can elemental fist (or stunning fist) be applied to maneuver strikes?
Second, is a Guided Amulet of Mighty Fists acceptable?
Third, is there anything wrong with his character sheet?
Fourth, are we really getting a free feat at 1st level?
Finally, would deflect arrows or combat reflexes (with his maneuver-reaction AoO) be better choices?

Also any suggestions, commments, critiques, or ideas are accepted. I would enjoy the feedback.

P.S.
BUMP.


So is the cap for the armor enhancement increased to +10 instead of +8? since we can choose it twice per 4-level interval? otherwise it would be useless for the levels 17-20

EDIT: read it wrong, I see now there is no cap for that, the cap was for the ability scores.


Hell yeah, +12 CMB on trip attempts @ 5th.

I know you said low-magic, does this mean the 6 ability-score items are taboo?

Furthermore, about what limit are you holding on wondrous items?
On a scale of Lesser Minor - Greater Major.

EDIT: I am assuming you would allow monk-based wondrous items such as Monk's robe and Body Wrap of Mighty Strikes?


The member of the emerald tortoise trait has a couple of holes, first off, how long does the bonus to saves last? second off, most saves are done in reaction to something, so shouldn't we be able to spend the ki point as an immediate action?

I would like to propose a different but similar bonus: As an immediate action you can spend a ki point to gain a +1 insight bonus to one saving throw.

EDIT: sorry for the flooding xP

EDIT 2: Why does emerald tortoise not have Veiled Moon as a discipline, from my understanding from the flavor text, Emerald Tortoise were to ones who focused on their mental abilities and meditation, wouldn't that make them the most spiritual of the orders?


A guided weapon property on an Amulet of mighty fists (they don't need to be enchanted with +1 before you can add bonuses) would really be a game changer for the Teia.


The Dragon wrote:
A guided weapon property on an Amulet of mighty fists (they don't need to be enchanted with +1 before you can add bonuses) would really be a game changer for the Teia.

THIS ^ SO MUCH OF THIS ^^^^^^


For the life of me I CANNOT find the rules on how disciplines are chosen ANYWHERE. How many are we supposed to get? Do we choose one and stick with it? Do we gain additional ones at later levels? How do they work?
>.> I REALLY hate the structure of path of war, I am having more difficulty understanding this than I have with ANY other system...

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