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Zen Archer is really good, and I second the notion of going with it, though I disagree with shifting out at 8. There are plenty of feats you get as a Zen Archer monk, with the Fighter only being ahead by one at 20, and as this is PFS, you'll actually be ahead, I believe. On a fundamentally more defensive chassis, the Zen Archer will be a more well-rounded archer, but still able to dish out plenty of hurt. You may be interested in this, if you'd like to know a bit more about Zen Archer. Other than that, I can't disagree with any of your build choices, either.
As far as I can tell, yes. The ability says that it functions as a full attack with a ranged weapon, and ranged weapons don't specifically prohibit the use of other ranged weapons, as long as you can use them. For example, you could use Quick Draw to draw a new bow for every attack in a full-attack routine. I don't see this as being any different, though it may not be allowed by all GMs. In PFS, I wouldn't necessarily count on it, either.
That's not quite right. In order to pull off what you've done, you'd have to full-attack, using Spell Combat. All of your attacks take a -2 to hit, but you get to attack using your Spellstrike ability, if you cast a touch attack spell, as well as your full attack, either before or after. What your turn looks like instead is:
-Cast Shocking Grasp, to be delivered through the weapon
or -Attack with your full attack action
This guide should help a bit.
Intensify spell wouldn't be applicable until you hit level 4 magus, as you can't take Magical Lineage, so you'll have to wait a bit. Using this particular route, the damage is capped at 5d6 until minimum character level 6, at which point you can Intensify it for 8d6, although you may be able to eke out another 2d6 from Spell Specialization, capping it at 10d6 at level 6. Personally, I'm not sure if it's worth it in the long run, but you can switch your Spell Specialization once you hit 10d6 without it. Edit: I believe I forgot what Wayang Spell Hunter does, but I think I remember now. Carry on, and ignore what I've said. What I've said applies only to non-wayangs.
You may want to talk to your DM, and see if he/she would allow the Enruned Great Weapon Magus Arcana, from the 3rd Party Publisher Super Genius Games, or perhaps later, its greater version, instead of trying to wield these weapons one-handed.
Haven't checked in in a while, as the (x new) dropped last time I was here, apparently. Mighta accidentally clicked so that it stopped showing, but I'll probably be able to see now. I still haven't gotten an opportunity to playtest it, though. My group's been trying out 4e lately, so we haven't gotten any PF time in.
Very sorry about my absence, my net came back, but my computer bag had a failure. THe zipper broke, dropping my laptop and breaking a few components, so I had to get it fixed, and haven't had a chance to get on until now. Will get up to date with the game thread, and hopefully post something soon.
This item could allow you to use poison twice during one combat, although at a fairly hefty action cost. If you start with your weapon coated in poison and attack, you can reapply the poison with a move action to sheathe your weapon, which if I'm not mistaken provokes an attack of opportunity, and draw it once more. The penalty is lessened by having quick draw, but some would say that is a penalty in and of itself. For that matter, there are those who would say that using poisons, having a rogue, or having a poisoner rogue would also be less than useful, but that's a topic for another thread.
Rubia wrote:
Ah, true. I felt like I was missing something, and now I know. In any case, the trip doesn't trigger damage by RAW.
I don't believe so. The term hit usually means an attack roll, and a CMB check isn't technically an attack roll, and therefore can't "hit". It can succeed, but without a hit, the shock enchantment doesn't apply any damage. However, in a house-rule friendly environment, I don't see any reason not to let it apply, although, of course, I haven't looked at all cases.
Whoopsy, looks like a post of mine was eaten. Totem, the Warforged Totemist. Original name, I know. What I've got now is that during the creation process, this 'forged's body, for some reason, gathered too many souls. While only one actually got into the body, as is supposed to happen in the creation forge, several others were sucked out with it, going unnoticed for a while, until his first day of battle, where strange soulmelds phased into existence, startling him for sure, but giving him improved durability on the battlefield, allowing him to outlive several of his brethren in combat. His place in the war was short-lived, being one of the last 'Forged produced. DaWay, you and I could be from the same unit, feasibly.
I direct you to this, an Arcane Discovery that can be picked up by a wizard. I also suggest not multiclassing, whatever you do. Your caster level takes a big hit when you multiclass, meaning you can't make the higher level items, and it takes much longer to get the higher level item creation feats, like forge ring or craft staff.
TeShen wrote:
You are correct, I think, although you can take it a step further and take the "Ninja Trick" rogue talent. :)
I think I'll bite the bullet, and roll anyway. 4d6 ⇒ (3, 4, 2, 6) = 15=13
4d6 ⇒ (5, 1, 3, 3) = 12=11
4d6 ⇒ (4, 3, 2, 2) = 11=9
Tough choice. I could have the two +3s, or a more varied selection. I think I'll go with set 2. Heck, I may go with something entirely different. We'll see. If anything changes that needs a set choice change, I'll post it.
Sorry it took me a while to respond, I ended up getting quite engaged with other activities, not paying attention to this thread. TTopRPG is what is known as a Virtual Tabletop program. information can be found here. I'm not familiar with the campaign myself, so I don't know what level to expect to get to, nor what monsters will be common or completely missing.
Alright. I don't think I can quite pull off what I had in mind without a flaw, as it's already got weak levels up front, so I think I'll switch to something else. I think I might be able to skillmonkey fairly effectively with a changeling Rogue, I'll do a little work. Failing my Changeling Rogue, I've never made a Warforged Fighter, so that might happen. DaWay, just so you know, your first set of rolls qualifies you for a reroll, so you may want to look at that before selecting set 2. who knows, you may get better stats. :)
Hmmm.... would you be willing to allow flaws? I'm looking at being a stealthy character, starting out as a Totemist (Magic of Incarnum) eventually multiclassing into Scout (Complete Adventurer), but I don't have enough feats to really cover my bases. I would like to take frail (-1HP/lvl), and either feeble (-2 to all physical ability/skill checks) or Poor Reflexes (-3 to Reflex Saves). I figure these actually have a chance of getting allowed, as they actually impact something my character would be doing.
I saw that recruitment back when it was up, but wasn't interested in playing 3.5 at the time, for whatever reason. Yeah, I use the DSP Psionics with Pathfinder, they're fantastic. I just have a hankering for 3.5 in general. I certainly found the idea interesting, but you are correct. I've only found 2 DMs who allow it at all.
I know there's not a lot of 3.5 on this board, but I figured it's worth a shot. I didn't play much 3.5 with my group, but there were systems I had characters thought up for, mostly incarnum and psionics. I think it would be interesting to play some 3.5, possibly even some of the early Paizo APs as written. Any GMs/Players who are interested, come on down and give some input.
4d6 ⇒ (6, 4, 3, 1) = 14 - 13
17,16,15,14,13,13 Remarkably close to Ridge's rolls. I should be able to come up with something with those scores. At this point, I'm thinking a Zen Archer. Fluff and Crunch to come. Upon thinking it over, I can't really think up something I can get my head behind. While I could make a character, I can't think of anything background/personality wise. I might be able to in the next few days, but fluff and crunch aren't gonna be here as quickly as I thought.
Controlled Rage wrote:
Emphasis mine. What this means is that you can either take the Controlled rage modifiers, or a standard rage. In response to Pendagast, RAW you still have to take MoC. Your statement of the urban Barbarian getting "zero use (ever)" of MoC is purely dependent on playstyle. I've seen Urban Barbarians in play use both rages, although I've never even seen a Rage prophet in play, so I suppose there's that.
I'm not entirely sure. I'm not good with balancing classes, but 20+CL sounds decent. With a +5 Dex (Quite low for dex-based classes) and a +5 weapon, It becomes a 50% chance, which may be lower than you intend. You may want to add casting stat, or some other modifier to the DC, although that could get a tad complicated. I'm not sure. I just know that how it currently is far too easy.
Alrighty. Thanks for clearing that up. You didn't have to explain that weapon finesse is usable with Rake Strike, unless you meant at all times, including, for instance, while using the Weapon Strike hex and a non-finesse weapon. Regarding Reflection, the grand hex, I don't think the DC is high enough. With even a middling Dexterity, assuming that's what you'll be using to hit, at 18th level you'll be very unlikely to fail that. Attack bonus scales much faster than Caster Level due to having Ability bonuses and Enhancement bonuses able to be applied.
Umbral Reaver wrote:
Sorry, this comes to an illegal stat block. :P Power attack needs a +1 BAB, as does weapon focus. In related news, I'm a fan of this already.
GAH! I overslept. Yesterday I was busy, and I'm putting the finishing bits on his backstory/proofreading. I'll have it up soon. Sorry it's taken so long. I overslept by 8 hours, too, which didn't help. I'll edit his backstory/stat block into this post. Backstory:
Cruven grew up with a hard life, the life of a slip in Cheliax. He was but one of a collection of slaves owned by Pavo Pellius, a slip trader in Cheliax. He, however, was not bought and sold. Rather, he attended to the family like a few of the others, tending to their whims as needed. However, he sometimes "slipped up", causing small accidents, and generally causing mischief, but they passed it off as clumsiness, his lies too convincing to argue with.
Over time, he was contacted in the night by a few agents of the bellflower society. They had been trying to deal with Pavo for some time, but had no way into the family manor. He, however, had access to it almost constantly. He agreed immediately. He was given a key-blank with which to copy the key of the halfling shacks and a small shiv to defend himself if worse came to worst. The plan, however, went off without a hitch. Unfortunately, Cruven got ahead of himself, and in the night, as the Bellflower associates were corralling the halflings out of their housing, he was taking care of the Pellii in short order. A quick pillow and a silencing thrust of the shiv were all it took for the slaving family's business to end, although he didn't have it in his heart to claim the lives of the children. Needless to say, Chelaxian authorities were not amused the following day, and when the scene was examined with the customary Monocle of the Investigator (PG 226 of Ultimate Equipment), it was quite obvious who had taken their lives. Those children whose lives he had spared identified him easily, and they began their search. When the bellflower society got news of this, they contacted him immediately, lending him the use of a lesser hat of disguise and sending him on his way to Magnimar, one of the customary destinations of escaped slaves of the Bellflower Network. From there, he has led his own path, and he now finds himself in Sandpoint, a festival nearly breaking out. Personality:
Cruven is laid-back for the most part, enjoying some peaceful conversation, but does enjoy some thrill every once in a while. He drinks a fair bit for a halfling, ending most nights in towns with a pint or three of Caydenbrew. Occasionally, he gets himself into trouble while drunk, but his silver tongue is no less potent under the influence of a drink, and he's often on his way out in the morning, hangover usually avoided with some smart drinking. The only time he gets serious is when slaves are talked about, as many ex-slaves tend to get. The bell-flower Network still keep in contact with him, and he's sent quite a few former slaves to new places to work, from working on ships to bakeries. Cruven Stat Block:
Halfling Ninja 1 CG Small Humanoid (halfling) Init +5; Senses Perception +6 -------------------- Defense -------------------- AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 size) hp 10 (1d8+2) Fort +3, Ref +6, Will +1; +2 vs. fear -------------------- Offense -------------------- Speed 30 ft. Melee Cestus +4 (1d3-1/19-20/x2) Ranged Sling +4 (1d3-1/x2) Special Attacks Sneak Attack +1d6 -------------------- Statistics -------------------- Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 18 Base Atk +0; CMB -2; CMD 11 Feats Weapon Finesse Traits Magical Knack Sorcerer, Outlander - Exile, Successful Shirker Skills Acrobatics +7, Bluff +8, Disable Device +7, Disguise +10, Escape Artist +7, Fly +5, Knowledge (arcana) +1, Perception +6, Stealth +11 Languages Common, Halfling SQ Fearless, Poison Use Combat Gear Cestus, Groaning bullets (20), Haramaki, Sling, Sling bullets (20), Sling bullets, spongestone (10); Other Gear Backpack, masterwork (11 @ 2 lbs), Belt pouch (10 @ 0 lbs), Candle (10), Chalk (10), Disguise kit (10 uses), Signal whistle, Thieves' tools, 4PP, 44 GP, 4 SP -------------------- Special Abilities -------------------- Fearless +2 racial bonus vs Fear saves. Magical Knack (-Choose-) +2 CL for a specific class, to a max of your HD. Poison Use You don't accidentally poison yourself with blades. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Successful Shirker You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
Cruven Tallcrippler:
Halfling Ninja 1 CG Small Humanoid (halfling) Init +5; Senses Perception +6 -------------------- Defense -------------------- AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 size) hp 10 (1d8+2) Fort +3, Ref +6, Will +1 -------------------- Offense -------------------- Speed 30 ft. Melee Cestus +4 (1d3-1/19-20/x2) Ranged Sling +4 (1d3-1/x2) Special Attacks Sneak Attack +1d6 -------------------- Statistics -------------------- Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 18 Base Atk +0; CMB -2; CMD 11 Feats Weapon Finesse Traits Magical Knack (-Choose-), Outlander - Exile, Successful Shirker Skills Acrobatics +7, Bluff +8, Disable Device +7, Disguise +10, Escape Artist +7, Fly +5, Knowledge (arcana) +1, Perception +6, Stealth +11 Languages Common, Halfling SQ Fearless, Hero Points (1), Poison Use Combat Gear Bullets, Groaning (20), Bullets, Sling (20), Bullets, Spongestone (10), Cestus, Haramaki, Sling; Other Gear Backpack, Masterwork (11 @ 2 lbs), Candle (10), Chalk, 1 piece (10), Disguise kit (10 uses), Pouch, belt (10 @ 0 lbs), Thieves' tools, Whistle, Signal, 4PP, 44 GP, 8SP -------------------- Special Abilities -------------------- Fearless +2 morale bonus vs Fear saves. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Magical Knack (-Choose-) +2 CL for a specific class, to a max of your HD. Poison Use You don't accidentally poison yourself with blades. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Successful Shirker You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
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