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Reincarnated Thassilonian heroes as in people from the current time, but with the soul of an ancient Thassilonian (which is the source of their overpoweredness). As opposed to an ancient Thassilonian brought back to life, correct?


I'm interested.. particularly after reading some of the posts in gameplay.

4d6 ⇒ (4, 6, 6, 6) = 22 = 18
4d6 ⇒ (4, 5, 6, 2) = 17 = 15
4d6 ⇒ (5, 6, 4, 3) = 18 = 15
4d6 ⇒ (6, 4, 1, 5) = 16 = 15
4d6 ⇒ (1, 1, 6, 2) = 10 = 9
4d6 ⇒ (6, 5, 6, 5) = 22 = 17
4d6 ⇒ (1, 4, 2, 2) = 9 = 8

With these stats I'd normally think kobold, but from what the player's guide says I'd be afraid that'd be problematic. I have an idea for a gnome shifter... we'll see if it works out.


Oops ... yea. Got it.


So yeah... maybe arcane caster. Two character ideas are arcanists, and one wizard. Two slayer ideas, a bloodrager, and animist shaman.

With the line up as it stands, I think I'll focus on one of the casters.. though I might tinker a bit with the slayer I'm a little partial to.


Anyone leaning toward arcane caster at the moment?


Helloo all.

Regarding ABP. I've never really used it.. made a couple character submissions with it. Seems alright. I'm fine either way.

I have a few ideas for a character, but I'll wait to see what others are thinking.


People can get overwhelmed, but most fixes ruin identifying with character>immersion>fun.

1) When my players wield their character sheets like a three-handed weapon, I've had good results with a separate "Attack Options" sheet.
I have them group by actions, include calculated bonuses. They then have something clear - with bullet point answers to the DM's question: what do you do?

2) Make it clear you want the experience to be enjoyable for everyone, then ask specifically what he wants his character to be able to "do" in game.
If his expectations are not doable, let him know. Otherwise, guiding him on the right choices for character creation becomes a lot easier - AND (if problems continue) you then better know if the "issues" are irreconcilable.


I know the bulk of your question/idea comes after this (with entangle etc)... but this works better for what can be done.

>Eastern Weapons: Nodachi; TH sword dealing P or S.
>Improved Trip + Greater Trip
>Tripping now activates an AoO against opponent
>Opponent is now Prone; -4 AC against melee attacks
>For your AoO (Whether it's resolved prior or latter isn't the topic at hand), you motion to attack
>Hamatula Strike
>Your opponent is now physically stuck on your sword, while on the ground
>Must succeed a Grapple Check to remove
>You also have Improved Grapple & Greater Grapple
>Your chances at beating their Grapple Check is greater
>Your opponent is now both Prone and Grappled, with your weapon skewered through them


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You mean like a comma chameleon?


I've been looking for the right game to play a kobold snare setter/underground chemist.

4d6 ⇒ (5, 3, 3, 6) = 17=14
4d6 ⇒ (6, 1, 5, 5) = 17=16
4d6 ⇒ (2, 6, 2, 4) = 14=12
4d6 ⇒ (4, 3, 3, 6) = 16=13
4d6 ⇒ (6, 1, 4, 5) = 16=15
4d6 ⇒ (6, 4, 2, 3) = 15=13
4d6 ⇒ (3, 6, 1, 3) = 13x
4d6 ⇒ (4, 3, 3, 2) = 12x
4d6 ⇒ (3, 1, 5, 4) = 13x

16, 15, 14, 13, 13, 12

Str 11 (15-4)
Dex 16 (14+2)
Con 11 (13-2)
Int 16
Wis 12
Cha 13


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Faiths and Philosophies pg 29
>on Archives of Nethys<


I'm down for less sneak attack, and I think that reduction could be paired with a distracting strike class feature.

something like this:
1st-- alchemy, inspiration, trapfinding
2nd-- poison resist +2, sneak attack +1d6, distracting attack (as rogue talent)
3rd-- investigator talent, keen recollection, trap sense +1
4th-- swift alchemy
5th-- investigator talent, poison resist +4
6th-- sneak attack +2d6, trap sense +2
7th-- investigator talent
8th-- poison resist +6, some upgrade to distracting attack (ie target is flat-footed to up to a number allies equal to the number of sneak attack dice, but still not yourself)
9th-- investigator talent, trap sense +3
10th-- sneak attack +3d6
11th-- investigator talent, poison immunity
12th-- trap sense +4
13th-- investigator talent
14th-- sneak attack +4d6 (and +5d6 at 18)

add a talent (available at 9th) which makes you able to benefit from your own distracting attack with your iterative attacks.

another talent to be able to spend an inspiration to use distracting strike on a foe without requiring the conditions appropriate for sneak attack.


So... to be clear, you are looking for someone who is able to pilot a Valkyrie? Or are you looking for an actual Mecha pilot class?

I had thought of a tech genius who had been working on a project for an UN Spacy (or whoever) Mecha customization/upgrade which was scrapped or sabotaged because it was a pet project of someone demoted and replaced by a rival. (maybe with influence from a manufacturer who would have a product line become obsolete if the project had come to fruition)
He might not have the natural reflexes of an ace pilot, but his background would give him a leg up in pilot training should he choose to enlist.


I'm a person!

I know robotech, but would need a bit with the system. What are you looking for?


On an unrelated note, I am not above bumping my question once.


bated breath ;)


1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12

have a few ideas... if you are OK with Dreamscarred Press stuff, maybe cryptic (distorter archetype) High Theft trait.
... regarding cryptic I would suggest limiting the disrupting pattern ability. Maybe 4+int bonus/day or something


here is one... no charge halfling gunslinger


If you are in a home game (not a PFS) you could ask your GM if you could add scout archetype to be a Rogue (knife master/scout) 2... especially since what scout modifies doesn't come until 4th level. I'd suggest some buttering up first. Compliment his/her shoes then ask.


Equipment trick (scabbard) stuff could be fun. (from Armory)


Sokurah Cyclops beastmasters with packs of Chupacabras on leashes are pretty essential troops in any dragon army.


Add in internal alchemist and plenty of murky water for him to hide in while the poison ticks and so he can set up another calculated strike. I think doing unarmed > adder strike would be fun flavor -or-
unarmed > dragon style with some difficult terrain (broken glass or whatever) to charge, run, and withdraw through ...

Goblin Squad Member

I'd like to see in addition to the base game a "fairly cheap" GM client.. gives you a spot for your first instance dungeon in specific starter areas; kobold warrens .. goblin caves etc.. you get an area specific "instance structure" build it with gamified world building tools with "encounter boxes" populate with area specific creatures appropriate CR restrictions and so on ... people who run it and give a positive rating and GM xp which you can spend on some vanity items..
Also once your GM XP goes up you can do higher and higher CR areas with increasing options. You could then add more GM options controlling text and AI to add plot. This would weed out some yo yo's before you get to the intricate and rewarding GM choices. Adding the ability to flag content should cover worst offenders. By the time you get an adventurer to 6th level or so you should face some decent GM work. User made content decided by the user.

Goblin Squad Member

Couple of things you could do with structures to help steer the PvP... as long as you have no military structures your homestead is safe from razing (maybe even leading to adhoc trade cities with little more than bandits and bar fights to worry about). You could make the "limiter" something acceptable to those primarily to strictly interested in PvE.
Also you could have rich resources areas suitable for some sort of guild-house set up that becomes vulnerable and/or its resource sites become vulnerable to PvP attack a few hours a day. These areas would be less than ideal for gathering the more common resources which would open up trade and alt homesteads.

Goblin Squad Member

Wouldn't mind being able to hang out on my balcony, and snipe the occasional wolf or pig-poacher. ... NPCs that show up when you build the appropriate structure .... established no build areas for pathways ... limited paid upkeep time and if you are gone for a couple months NPCs move in (but hold your stuff for you)

Goblin Squad Member

this is the best thing I've heard since "is it alright if I stay over?"

Golarion sandbox ...with crafting and kingmaker influences? Yes! And River Kingdoms is perfect! I'm so excited, its like a Katrina and the Waves video down in here.


What you need is one type of natural attack from your evolutions, say ... tentacles. Then weapon focus (tentacle), then Feral Combat Training (UC). THEN you can flurry etc with your tentacles...


yeah man, bard... personally I'd go sandman. And just between you and me... magical lineage(lullaby) + meta-magic feat Disruptive spell. If your DM allows disruptive to disrupt psionics... you didn't hear it from me...


Tippy Fullbottle wrote:

My Flickr username is gmnazard

Stat crunch has now been updated to reflect 20 point buy, and inclusion of a campaign trait. Will redo equipment soon.

Question: is there anything PF content anywhere that would work for the classic dagger-blade-in-the-boot-tip gimmick?

Answer: Blade boot in adventurer's armory .. swift action activate, use as off-hand weapon 1d3(s) 1d4(m) 20/ x2 crit ... treat all terrain as difficult while extended (and difficult becomes impassable)...full round to retract blade.


Doom metal ... Earth, Old Man Gloom, some Oxbow. Slow heavy and atmospheric is usually good for the whole session. I used to try to have different music for multiple settings but lost more immersion from trying to find the "right" track than I gained from having music at all.

BTW much love for the music from Arcanum by Ben Houge (mentioned earlier)


They don't get countersong and fascinate, battle dance replaces normal bardic performance, this is what they get performance-wise:

from PRD:
Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.

Rain of Blows (Su): At 6th level, a dervish dancer can use his battle dance to speed up his attacks. When making a full attack action, he may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell. This ability replaces suggestion and mass suggestion.

Razor's Kiss (Su): At 8th level, a dervish dancer can use his battle dance to improve his weapons' critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected. This ability replaces dirge of doom.

Leaf on the Wind (Su): At 14th level, a dervish dancer can use his battle dance to evade attacks with unearthly grace and to shake off the effects of his wounds. Unlike other battle dances, leaf on the wind requires a standard action each round to start or maintain the performance. Each round it is maintained, including the first, the dervish dancer gains a +6 dodge bonus to Armor Class and on Reflex saves. If wounded, he heals 1 hit point of damage per bard level. This ability replaces frightening performance.


Yea. I agree with RedPorc's comments. I wouldn't worry about trying to learn everything ... Just skim through the races and class descriptions, read through "how combat works" in the combat section (anything within that heading that you don't understand, look up in the combat section and/or glossary or use the search function in the PRD of this site)
If you are supposed to make a character before-hand we can help, you can just keep posting in this thread when questions come up. But you should probably get an idea of race and class you would like to play at least. I see on your profile you have halfling ninja ... that's a pretty good combo.
The more you can tell us about: at what level the game is starting, your previous experience of RPGs if any, what books you are allowed to use, and how much prep work is expected of you - the more we can help.


But he seems to have a few too many arms ... 10 should be the absolute most at that level (picking nothing but limb evolutions with 1 point left over) or 12 if he is a half-elf with that extra evo favored class bonus)


DungeonCrawler_greyhaze wrote:
KaeYoss wrote:

"Force of will" isn't quite right. "Force of personality" makes more sense.

Wisdom is mainly a "resistance" ability - you do not buckle under mental onslaught.

Charisma is a "power" ability - you impose your will upon others.

This is an interesting POV, one I hadn't considered before.

I think the trouble the OP is having is discerning why an object or basic non-intelligent magic (it was argued how do you know it's not intelligent, but if it were what is the force you are reasoning with?) could be bent by someone's force of personality. Bending a sentient creature makes sense, manipulating an object doesn't really.

of course it makes sense... show them metachlorians who's boss! (speaking of force)


Everyone has their own ideal way of learning. Things should click more quickly the more they can do themselves (some people are in the habit of not switching into critical thinking mode if there is someone within earshot who has all the answers)...If they are really into it, and they have the right tools, they will learn.

One simple thing that really helped my young ones was helping them work out a "combat options" sheet with their character that includes all relevant bonuses...even though its pretty simple its one less thing to juggle in their head. When its their turn "look at your sheet, what are your options?"
-attack---------modified attack bonus----damage---------crit--
+1 longsword(fullattack)...+11/+6.....1d8+6/1d8+6.....19-20/x2
........(move and strike)....+11 ..........1d8+6..............19-20/x2
Throwing axe..................+9.............1d6+5..............20/x2
........(point blank 30').....+10............1d6+6..........
disarm............d20+13 vs foe's CMD ..etc.

Then run some strat-heavy arena battles to help it sink in. Starting with something like a few of one type of animal, then all melee skellies, then melee and ranged orcs... Arena fights can make the combat rules fun and therefore interesting enough to switch on critical thinking.


As a mad alchemist connected to a demonic cult, he has a few narcotic cocktails that they have used to shame into silence a few key officials and members of the watch (not to mention helping the cult quietly procure perishables for their rituals) PCs have had two run-ins with him..Now that the villain has a reason to law low, those who he has gotten addicted are cut off.
So the PCs come across a sergeant of the watch.. frantic, "searching" a featureless wall in an alley. Hissing "I know its here somewhere". The PCs can get enough information from to figure out that McGuffin HQ has several layers of obfuscation and scrying protection...add a couple good leads.. Maybe the watchman junkie has a near empty vial that someone in the party can identify a major ingredient which is only available in one shop in the city..
Eventually they can tail someone back to the lair's hidden entrance.. yada yada
But yea if you need to use non-detection to control the unfolding of your plot, work it into the plot and it won't seem as cheap/lame.


What about an Inquisitor(heretic, sin eater)-5/ Hungry Ghost monk of the Sacred mountain-13/ Unarmed fighter-2 (full snake style)

has decent synergy mechanically, and thematically... decent beef.
I like the idea of the steal ki and life funnel being, in his beliefs, just another from of sin eating... his peers may have exiled him for his unorthodox ways, but he has faith that his actions are just.


yep "treat it as a martial weapon" there are no caveats stated or even hinted. Not "in this situation or not that"... he flat out treats spiked chains and dire flails as martial weapon.


Sayer_of_Nay wrote:
BinkyBo wrote:
Sayer_of_Nay wrote:
BinkyBo wrote:
the most unusual/cool characters I've played with recently is a gravewalker/vivisectionist arcane trickster childlike halfling... just looks like a kid with a doll .. but is very effective w/in 30'. Spell storing returning dagger which she uses for things like disfiguring touch.

That's just creepy. O_o

But would the prestige class advance your infusion progression? Or was it house-ruled?

it would advance witch spell progression... and btw you would have to burn a magic trait on "two worlds magic" to get mage hand for the trickster pre-req..

Out of curiosity, how well does that build play out? Seeing as Arcane Trickster won't increase the DC's of your hexes, it seems like you would lose more than you can.

Not saying it isn't an interesting concept, of course.

You're right... she doesn't have hexes that require a save .. flight and disguise (to appear as children of different races when scouting so she gets a jump on them for seeming harmless)


I'd like to see some feat chains like whip mastery for exotic weapons that are no better than similar martial weapons.


Sayer_of_Nay wrote:
BinkyBo wrote:
the most unusual/cool characters I've played with recently is a gravewalker/vivisectionist arcane trickster childlike halfling... just looks like a kid with a doll .. but is very effective w/in 30'. Spell storing returning dagger which she uses for things like disfiguring touch.

That's just creepy. O_o

But would the prestige class advance your infusion progression? Or was it house-ruled?

it would advance witch spell progression... and btw you would have to burn a magic trait on "two worlds magic" to get mage hand for the trickster pre-req..


the most unusual/cool characters I've played with recently is a gravewalker/vivisectionist arcane trickster childlike halfling... just looks like a kid with a doll .. but is very effective w/in 30'. Spell storing returning dagger which she uses for things like disfiguring touch.


the reason for the text "you must choose this feat before making an attack roll" is so you can't make the roll, realize that you would still hit with power attack, and turn it on then. It has nothing to do with when that attack comes (on your turn or AoO)
now searching for something to quote I came up with this from the PFSRD that I wish I hadn't seen...

PFSRD wrote:

Attack Roll

An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target's Armor Class, you hit and deal damage.

sooo... can't activate it after your turn?


there really isn't much in the way of synergy .. just toughness and a little extra AC vs other foes when grappling another and not moving.


Yea i didn't mean to say ranged... what I was referring to is that Arcane Mark is not an attack spell. The only cantrip you would be able to use is ray of frost, and that would require close range.


I was under the impression that arcane mark doesn't work because it is a range:touch not a ranged touch attack...a distinction that makes it unusable with spellstrike. Is that not the case?

Edit: meant "range:touch not a touch attack" didn't mean to put ranged in there


Hung out with my DM and told him my intentions... He said he would not allow a barb to ready an action while raging *shrug*. So now I guess I'll drop the hurling... so I'll probably stick with completely unarmed to help my grappling. So here is attempt 2
Human unarmed fighter(4) master of many styles/monk of the sacred mtn(5)
Str 18/20 (belt +2 str, dex)
Dex 14/16
Con 14
Int 10
Wis 16/18 (headband +2 wis)
Cha 10

Feats
imp grapple
(bf)power attack
(bf)imp bull rush
rhino charge
greater grapple
body shield
hamatula strike

that leaves 4 feats for style feats. I am thinking...
(bm)boar style
boar ferocity
(bm)snapping turtle style
snapping turtle clutch

The style choices are the overwhelming part for me now... If anyone has input for how to accomplish a surprise round/readied action monster or shore up weaknesses I would really appreciate it. I have until friday to figure it out.

@Brambleman thanks again... looks like MoMS doesn't stack with maneuver master... that would have been very nice ... skipping MoMS for man master is a possibilty. And yeah spear would have been perfect for a barb version. Might try that later with the DM that allows psionics for a soulknife/hurling barb ..throw spear on hurling charge and quick draw free action re-form spear for the end of charge .. tasty...


Thanks so much for this ... I always think I have grappling mechanics down until I try to explain it to my players (or when there is just to much to keep in my head at once). This really helps a lot.


My guesses would be 60' range (seems to be the norm for major hexes) Ice is permanent until destroyed... and target who has failed save cannot free itself. And if it were ever relevant, I would assume that it would be a thick layer .. maybe not really a block but more than a thin layer.


Adept channel in orcs book (pg27) gives channel energy 2/day at cleric level -3...pre reqs are divine spellcasting, summon familiar class feature, caster level4 and cha 13

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