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I can see a couple of differet methods to deal with this. The first would be Invunerability is a set enchantment in the game so you could just give him that (DR5/magic) with the twist that he is alaways considered to be wearing heavy armor. Second make him remake his character as an invunerable rager barbarian or swop out his favorite class feature for the DR of one. Third as magic is obviously the greatest threat in the the world make him immune to all forms of magic including the ability to activate or cast it.
I'm curious if you were the gm of a game and a player asked if he could change the race in the Scion of humanity alternate racial feature to lets say elf would you allow it bearing in mind that the Blood of Angels book does say that other racial Aasimar are allowed even to the point of changing your size to suit?
A ranged cleric with the eagle domain, any god with the feather sub domain such as erastil should be viable for this choice in most games although i'm not sure about PFS, makes an amazing archer character. Make him an evangelist for extra party and personal buffing fun.
Hugo Rune wrote:
This is great i'd go with this for a couple of nights then have them see signs that someone was scouting out the perimeter and obviously tried to dismantle some of the outer defenses.
This is a little rough around the edges but may suit your needs Spoiler:
Human Dawnflower Dervish Bard 5 Unbreakable Fighter 1
Str 10 0 points
Hp 48 (8 + 4.5 (x4) +5.5 +12 con +5 favored class)
Feats
Skills 43 Traits
5300 + 1 Mithril Breast Plate = 7 +5 dex +1 dodge +1 nat +1 def = ac25 (29 when fighting defensive or 25 and dr 4/-)
Combining a couple of thoughts you could do something like
Spoiler:
Half Elf Ninja 3 Urban Barbarian 2 Str 13 Dex 18(+2 race +1 lvl 4) Con 12 Int 13 Wis 12 Cha 14 Traits Sword Scion, Feats/Tricks/Ragepowers Lvl 1 Weapon Finess Exotic Weapon Aldori Dueling Sword (Alternate racial) (+5 to hit 1d8+1 damage) [Rage = +2 to hit or +2 to damage]
You could just make a diplomacy kit in the same style as a disquise kit containing many useful but minor items that different cultures ect look favorably upon which with a knowledge local check (dc to be determined by situation) you can gain the bonus. For instance say you are going to talk with court officials in Magnamar a knowledge local check might tell you that they consider a white rose a sign of respect so you go into your kit and wear the white rose enamel cloak clasp.
I know the Samsaran mystic past life ability has been done to death but i am curious to see if anyone has found interesting new uses for it. Personally i have just come up with the idea of a Nimrathi Ranger 1/Druid with the shapeshifting hunter feat and instant enemy as a 3rd level druid spell netting him by 7th level the ability to treat any enemy as a favored one at +4 with a swift action spell.
I always figured David Gemmell's Iron code of Druss the Legend covered an non lawful but good alignemt nicely it was
David Gemmell wrote: Never violate a woman, nor harm a child. Do not lie, cheat or steal. These things are for lesser men. Protect the weak against the evil strong. And never allow thoughts of gain to lead you into the pursuit of evil.
Looks interesting i'm not sure my advice is that useful but i would suggest the moon patron because Darkness is apparently a 1t level spell for them and has no somatic compnent so is fully castable in the armor and the other spell you'll get is darkvision which with an hour per level can be cast out of the armor anyway. Not to mention moon+sleep is a good theme.
There is a trait (river rat i think)that lets you have +1 damage with daggers. I would also suggest, assuming you have the Advanced players guide, you take the alternate racial trait Swift as shadows as it would allow you to snipe at only -10 to your stealth check (making that a net +2 to stealth still i believe.)This should hopefully let you sneak attack with thrown daggers far more often than normally allowed.
TBH the first line of TWF does not mention BaB it says TWF rules wrote:
If you look at that and consider my earlier questions i think the second weapon and extra attack certainly apply as you are getting extra whirlwind attacks due to a second weapon. Now if that is the case, and it certainly is, then surely the rest of the twf rules also apply.
I'm not trying to say thats RAW but i think most of those i play with would logic it out that way. Basicly if you have to use a second weapon to get the extra targets with whirlwind attack then it would suffer for the use of two weapons. As to the throwing daggers you need quickdraw to throw more than 2 and only need 1 hand for it you can also throw off hand daggers but the TWF rules fully apply then according to the twf rules that is.
This is how i determine the TWF rules apply for armor spikes or unarmed strike to hit adjacent targets with whirlwind attack Are you using a second weapon? Yes my unarmed strike or armor spikes is a second weapon.
I'm fairly certain my (and most other) gms would at the very least make you suffer two weapon fighting penalties for either the unarmed strike or armor spikes trick and -4 to hit seems a little harsh to me so i think i'll stick to a scary 2 hander and just use the enlarge swift action to AoE in a 10' radius (with a 5'step to add a few more targets).
I have been playing around with a reach weapon wielding fighter/cleric with the growth domain and whirlwind attack and found myself wondering if a can hit everyone with the normal 10' reach then swift action enlarge to get those at 15-20? On a related note can you use quickdraw to hit everyone withing 5' of you then swop to a reach weapon as a free action to continue the attack? (I'm thinking no on this one as you are attacking with a new weapon not continuing a single attack.)
Ranger (either take trapper or skirmisher to drop spells or increase wisdom at lvl 4) can dual wield, sword and board or switch hit (use your feats for melee and combat style for ranged so at lvl 2 you'd have Power Attack, and whatever you like, at level 2 rapid shot). Sohei monk with The Medium Armor Prof using a sansetsukon in 2 hands. (+5/+5 1d10+7 with flurry) with dodge as a bonus feat and a breastplate you can get ac 18
Well if you want a caster you could go Scarred Witch Doctor
Lvl 1 Feats Racial Heritage Orc, Combat reflexes Your casting stat is con you can get the evil eye and cackle (or slumber) hexes and with a long spear you are +6 to hit doing 1d8+7 damage with 2 AoO's fto use on people that try to reach you in melee.
I'm fairly sure (although have no RAW data to prove it) that as the whirlwind ability does not say it alters the size of the creature using it a small air elemental becomes a small whirlwind. As to why it says size of the whirlwind in place of size of the elemental i would guess that it's to cover them if some other onster has the ability and due to word count size of the creature using the ability is a little long :).
I was reading tthe mooncaller druid and found myself wondering about the wording of
The SRD site wrote:
So if i am reading this correctly a human would gain low light vision, and elf would get darkvision 30 and a half orc would gain low light vision and darkvision 90. My reasoning is due to the full stops which in my (admittedly somewhat addled) mind makes them seperate.
Bladed Dash and Greater Bladed Dash are like pounce on steroids for a magus especially as i don't think pounce works with spell combat (not sure of this but spell combat is a full round action as is charge). If you are dipping... Ranger (Guide) offers the ability to get +2 to hit and damge 1 target per day as well as lots of nice skill points and class skills. Urban Barbarian Lets you rage boost dex for a few rounds, some nice skills, as well as +1 to hit and ac against more than 1 opponent.
nate lange wrote:
If you are right about that bonus!! Personally i was working from if it replaces dex it uses all the dex rules but i'm sure i would never argue if my gm said otherwise. :)
My attempt with some cheese and severe stat dumps Gorden Zola:
Human Paladin 3 Oracle 1
7 Str 15 +1 race +2 Human 18 -4 Dex 07 5 Con 14 -4 Int 07 -4 Wis 07 10 Cha 16 HP 13 + 2d10+6 +1d8+2 (Favored Paladin Hp) = 36
Fort 3 +2 +3 = 8
Lvl 1 Power Attack, Furious Focus
Falchion +7(Bab 3 Str 4) 2d4+9 damage (Str 6 PA 3) Oracle of Nature
Paladin
Azaelas Fayth wrote:
You gain 4 points by dropping str to 13 and using the race bonus on it.
Azaelas Fayth wrote:
Those stats are mostly doable ( 1 less dex) with a human, half elf, or half orc Str 3 points = 13 +2 race +1 level = 16
Halfling Barbarian wrote:
Stay Alchemist for the other 2 to gain giant form 1 and 6 more strength.
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