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Asurendra's page

Pathfinder Society Member. 27 posts (144 including aliases). No reviews. 2 lists. 1 wishlist. 4 Pathfinder Society characters. 1 alias.


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Shadow Lodge

1 person marked this as a favorite.

Kitsune are to life, as is cheese to a cheeseburger or something.

So I concur. And just add a Tian Xia and Vudra Campaign Hardcover while you are at it :)

Shadow Lodge

I think you are doing a good job ;)

Shadow Lodge

Shameless repost:

Skill Ranks Per Level: 4 + Int modifier.

Distinct Drill
At 1st level a fighter chooses two additional skills as class skills. In addition a fighter chooses either Will or Reflex saves. The fighter gains a good save progression for the chosen save type.

Vicissitude
Upon reaching 3rd level, and every three levels thereafter (6th, 9th, and so on), a fighter can choose to learn a new feat in place of a feat he has already learned. In effect, the fighter loses the feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for a prestige class, or other ability. A fighter can only change one feat at any given level. (The Bonus Feat entry no longer has the addendum of changing bonus feats)

Capability
Starting at 4th level a fighter can ignore one of the prerequisites for any feat he chooses. Every six levels thereafter he may ignore an additional prerequisite for any feat he chooses. Racial prerequisites may not be ignored by Capability. Note that some feats may be of no use, even though the fighter would be able to choose them.

Shadow Lodge

Here's a little Fighter variant I threw together.
The goal was to not change the fighter too much, but still give him greater flexibility outside of (and maybe for) combat.

Commentary on the variant for those interested ;):
"Standard": 4+Int skill points, another good progression save choosable by the fighter, and 2 additional choosable class skills.

Capability in combination with Vicissitude technically gives the fighter scaling for some, but not all feats.
The Vicissitude feat-changing was stolen from the fighter's bonus feat entry, so he only get's it every 3rd level, because it is now possible to change a prerequisite feat if you still "meet" the prereq via Capability.

This frees up feats for either combat purposes OR out of combat uses, and makes it easier to qualify for them.

Here's the link

Shadow Lodge

To the thing with the one bad save, and the dissent on what a second good save for fighters could be:
Why not make it customizable? Each fighter picks his 2 good saves. Get the fluff you want, match your saves to it.

I also strongly agree that the fighter could do with at least 4 skill points per level. Also add 2 additional class skills that each fighter can choose.

Shadow Lodge

I'm not sure I understand the question.
Jade Regent is already written for PFRPG.

Shadow Lodge

Maybe because musclepower increases only as the square of length whereas bodymass increases as the cube of length? So, yes Halflings can carry more like you would think, just like ants.

Shadow Lodge

1 person marked this as a favorite.

I can't for any reason see why he needs to take down the character?

just talk to him about his mistakes in building the druid and try to make the game fun for everyone.

The build is shining if your group fights only a small group of enemies or if the fights are short. If they have to go through many smaller challenges in a row he shines...not so much, and others will get their spotlight.

No need to "take down" anyone. A GM always wins if he wants to, no need to ruin your game that way, though.

Shadow Lodge

Nickolas Russell wrote:
Asurendra wrote:

I'd love a picture of my dwarven witch.

Will post the details in the above-mentioned forum :)
You are awesome!
Throin Fundinsun

Thanks a bunch!

That's great.
I'm replying so late cause I had no net-access the whole time :)

Shadow Lodge

Thalin wrote:
*Fighters are specialized masters of following orders and slaying things*

Following orders? I always thought all classes where there for the heroics. Can't wrap my head around that...

You can fluffify any class in any way you want (and play them in a great many different and customizable ways). Preconceptions are not your friend ;)

Shadow Lodge

I'm firmly in the "no 2nd edition pf"-camp.
I know it would alienate me at this point.
I think it would alienate a lot of other pf-customers.
So what would paizo gain? What would the fans gain?
I honestly can't see a reason for a 2nd ed. Not from either perspective...

以不变应万变
we should cope with changes by remaining unchanged

Shadow Lodge

dotting

and great work!

Shadow Lodge

I'd love a picture of my dwarven witch.
Will post the details in the above-mentioned forum :)
You are awesome!

Shadow Lodge

I'm all for it. +1

Shadow Lodge

Abraham spalding wrote:
DeathQuaker wrote:
But at the same time someone in another thread could post a barbarian build to counter the anti-barbarian rogue...
Yeah it's a simply little build I like to call, "Any".

I don't know too much about barbarians, but I bet I could come up with a barbarian-build that would suck rather hard. ;)

Shadow Lodge

Crysknife wrote:

Offensive defense and crippling strike seems like the best way to go, but the problem is surviving the first round.

Maybe mirror image or invisibility?
But I hate to have to use spells to make a non-caster work...

But isn't that kind of part of the rogue-package?

8+Int Skillpoints + many class skills + cool talents = being able to do almost anything (and get away with it)?

Shadow Lodge

I smell a player-race and it smells good.

Shadow Lodge

Well now, if you want to kill the barbarian no matter the cost (and I mean that quite literally), I think poison has it's merits. Especially so, if, as the OP conceded, our rogue gets a surprise round.

Warning: Ideally I assume the rogue gets the drop on the barbarian, but he could always just have his poison already applied to his (efficient-quivered)arrows. I don't know of a rule that the poison would denaturate.

I'll take 12th lvl, 20 point-buy as a basis for this example.

STR
A "typical" B will max Str, or at least go for 16+2 racial, give str another +2 for lvls and we arrive at an unmodified str of 20.

DEX
Let's slap on 15 and get +1 from lvl = 16

CON
Leaves 16 for Con

INT
Dump for 7

WIS
11 to not ruin the Will-save

CHA
Dump for 7

------------

At lvl 12 you could either get a belt of +2 for 2 ability scores
or for one +4. To make the B be more resistant vs poison let's assume the +2/+2 (as I'd wager, a B wouldn't normally get nothing for Str)

Rage is already greater at lvl 12 so another +6/+6 to Str and Con

------------
Raging: (nonraging)
Str 28 (22)
Dex 16
Con 24 (18)
Int 7
Wis 10
Cha 7
------------

Base Fort-save 8
Cloak of Resistance +4
Con +7
Trait +1
= Fort 20 raging (17 nonraging)
------------

AC
10
+4 Mithril Breastplate 10
Dex +3
Amulet of Natural Armor +2
Ring of Deflection +2
= AC 25 raging (27 nonraging)
------------

Rogue goes Full-Dex, a bit Con to live longer and Cha cause rogues are dashing ;) Poisoner Archetype as not to poison himself by accident.

Str 8
Dex 18 +2 racial +2 lvl-up +4 belt
Con 13 +1 lvl-up
Int 10
Wis 10
Cha 12

Str 8
Dex 26
Con 14
Int 10
Wis 10
Cha 12

------------
BAB 9/4
Dex +8
Longbow +3
weapon focus +1
Pointblank Shot +1
Rapid Shot -2
Manyshot
Boots of Speed
=Full Attack: 20/20/20/20/15
------------
Take Swift Poisoning (so your preparation doesn't take ages), Deadly Cocktail (2 doses of poison on one arrow, DC+2 frequeny +50%)

Every dose of poison ups the DC by +2, buy or craft 12 (24) doses of Deathblade poison (Deathblade, injury 20, 1/rd. for 6 rds., 1d3 Con, 2 saves, 1,800 gp a piece)
So:
1 arrow hit: DC 22
2 arrow hit: DC 26
3 arrow hit: DC 30
4 arrow hit: DC 34
5 arrow hit: DC 38
------------
Nonraging B
We hit the B with 7-up (picture that) so that's a 65% chance for our "good" attacks, 4*65%= 2,6
"bad" attack hits 40% of the time= 0,4
let's assume 2 hits or 3 hits.
2hits save DC: 26, 3hits save DC: 30

Fort-save 17
B makes 2hit-save with 55% chance of success
B makes 3hit-save with 35% chance of success
------------
Raging B
We hit the B with 5-up so that's a 75% chance for our "good" attacks, 4*75%= 3
"bad" attack hits 50% of the time= 0,5
let's assume between 3 or 4 hits.
3hits save DC: 30, 4hits save DC: 34

Fort-save 20
B makes 3hit-save with 50% chance of success
B makes 4hit-save with 30% chance of success
------------
If the Barbarian Counterattack

If he blows his save he'll get 1d3 Con damage which will make it harder to make the save on future rounds. 2hits will make this 9 possible rds, 3hits will make it 12 rds and 4hits will make it 15 rds.
If we won Initiative or got the drop on him we'll have another round to apply more poison on a weakened B if we survive his counterattack (I'm too lazy to do that now, maybe use the Rogue-Talents "Resiliency" or less ideally "Another Day" ).

Conclusion: If we blow our money on poison we get a pretty good chance of killing the Barbarian (even if he may kill us before he bites it).

Yours cordially,
an Asurendra

Shadow Lodge

Awesome thread!

Why didn't I find this earlier?

Also: I could swear someone said my name...

Shadow Lodge

Count me in!
Spread the (rogue?)love!

Shadow Lodge

*Putting candles back in my pouch, shackling the pdf, scrapping the black chalk circle*

Shadow Lodge

Paladinosaur wrote:
that was really mean. You're going to hell for torturing young geek boys.

You may be onto something.

I just fear Mr. Schneider already has been there, all comfy, and we drew him forth with the summoning...

Shadow Lodge

Let's just draw a circle with black chalk and summon the damn thing!
Force it into the world, draw it forth with shackles forged from our pure mental strength! Mwahahaha!

Shadow Lodge

Yay. Bump after half a year :)

Shadow Lodge

F. Wesley Schneider wrote:
Mikalki wrote:
*clap, clap*
Cocaine Monkey wrote:
I do believe in playtests.
HARDER! BETTER! MORE BELIEVING!

*CLAP! CLAP! CLAPPE-de-CLAPP!*

Shadow Lodge

*clap, clap*

Shadow Lodge

1 person marked this as a favorite.

Hello fellow RPG dudes and dudesses!
Inspiration just struck me and I threw together a little feat-tree for the monk. English is not my native language so I apologize ahead of time for any and all mistakes I made.

Praying Mantis Feat-Tree

Emerald Claw Strike

With a swift strike from an unexpected angle, you throw your opponent off balance.
Prerequisite: Improved Unarmed Strike.
Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's Initiative takes a penalty equal to your Wis modifier for a number of rounds equal to your Wis modifier, unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).

Attitude of the Praying Mantis
You use your superior speed to press your enemy to his limit with your strikes.
Prerequisite: Emerald Claw Strike, base attack bonus +6
Benefit: As a standard action, make a single unarmed melee attack against a foe whose initiative is less than yours. If the attack hits, you deal damage normally and the target loses its Dex bonus to AC until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).

Grasping Mantodea Whirlwind
If the Praying Mantis catches a foe off-guard it exploits this advantage swift and.
Prerequisite: Attitude of the Praying Mantis, base attack bonus +11
Benefit: Whenever you use the full-attack action and make at least one unarmed strike against an opponent who is denied his Dex bonus to AC and whose initiative is less than yours, you get an insight bonus equal to the difference between your initiative and his to all of your attack and damage rolls for this round.

Six-Legs-Thousand-Eyes Stance
You take a low, stable stance – arms bent backward fists bend forward and weaving in front of you – while your eyes flit around rapidly taking in the situation.
Prerequisite: Emerald Claw Strike, base attack bonus +6, Ki Pool Class Feature
Benefit:You take a move action to set yourself in the stance. For a number of rounds equal to your Wis modifier you gain an insight bonus equal to your Wis modifier to your Initiative. Also, as long as the stance lasts you can choose to inflict piercing damage with your Unarmed Strikes. You can only have one stance active at a time.

Arms of Ten-Thousand razors
Your fists and elbows move with blinding speed, denying your opponent even one fraction of a second to take a breath.
Prerequisite: Six-Legs-Thousand-Eyes Stance, base attack bonus +11
Benefit: While in the Six-Legs-Thousand-Eyes Stance you can spend a number of points from your ki pool up to your Wis modifier, to make an additional attack at your highest attack bonus per ki point spent when making a flurry of blows attack. You take a -1 penalty to all attack and damage rolls in this round for every two ki points spent.

Acute Insectile Swerve
You move deliberately and seemingly slow, but erratically you never are where the strokes and punches are.
Prerequisite: Six-Legs-Thousand-Eyes Stance, base attack bonus +6
Benefit: If you move at half your speed or slower while in the Six-Legs-Thousand-Eyes Stance you can designate an opponent whose initiative is lower than yours. You gain an insight bonus equal to the difference between your initiative and his to your AC, up to your Wis modifier, against attacks from this opponent.

Perplexingly-accelerated-Opening-Thrust
No one should be careless in the presence of the Mantis. As soon as an opening presents itself to you, your fists lash out with terrible momentum.
Prerequisite: Six-Legs-Thousand-Eyes Stance, base attack bonus +11
Benefit: While in the Six-Legs-Thousand-Eyes Stance and able to make an attack of opportunity, you can instead make a number of attacks equal to your Wis modifier against the opponent who provoked the attack of opportunity if you spend a point from your ki pool.

Fastening Hook-Claw Meditation
The one trained in the ways of the Mantis can mimic it to gain and keep the upper hand in a grapple.
Prerequisite: Emerald Claw Strike, base attack bonus +6
Benefit: When attempting a grapple combat maneuver you can spend a point from your ki pool to gain an insight bonus equal to your Wis modifier to your CMB. If the grapple combat maneuver is successful you inflict one point of Dexterity damage and may immediately try to pin the opponent.

Tenacity of the Mantis' clutch
When you latch onto your prey it is difficult and potentially perilous for it to break free.
Prerequisite: Fastening Hook-Claw Meditation, base attack bonus +11
Benefit: Whenever an opponent, whose initiative is lower than yours, breaks free from a grapple with you, he provokes an attack of opportunity from you.

Thanks for reading and all feedback is welcome.
Greetings
Mikalki


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