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The channel ability stacks for both classes. So if you have a 5th level cleric you have a 3d6 channel and a 2d6 channel from the 4th level paladin, when you decide to channel you'll have a 5d6 channel. If your Cleric/Paladin takes the feat Extra Channel, you'll simply get two additional uses of Channel. If you wanted more of the Lay on Hands ability just grab the feat Extra Lay on Hands. I have a question now though; Must a Cleric 5/Paladin 4 still expend Lay on Hands in order to make a 5d6 channel or does he not have to because of the levels in cleric? If he does have to spend LoHs to channel, can he choose not to and only do a 3d6 channel?
If you are going to do it make a standard Magus 12/ AA 8. You want magus 12 for the cool arcanas Maximized Magic and Devoted Blade (Holy). I think its a special moment when you can maximize an empowered spell with a multiple elemental bursting holy phasing seeking arrow on the BBEG at a distance. I wouldn't go myrmidarch because you lose some really good things; spells, spell recall, Imp. spell recall, knowledge pool, magus arcanas It don't make sense having all these cool abilities if you don't have any spells to use them.
Zeriax wrote:
Human MomS 4 Trait: Suspicious 1. Imp. Unarmed Strikes, Stunning Fist, Alertness, Crane Style, Skill Focus (Sense Motive)
Sense Motive = Rank +4, Class Skill +3, SF +3, Trait +1, Alertness +2, Snake Style +2 = +15 +D20 Roll for a single AC or Touch AC attack. With Crane Wing and Snake Style you can avoid two attacks a round. For the rest of the time you can spend a swift action to add +4 dodge bonus through Ki. You can add other classes after. But for the tank I'd get Antagonize and a few other feats like Mobility so that you can move around and provoke enemy attacks of opportunity to allow allies to move around more safely.
Spook205 wrote:
+1
Rynjin wrote:
I was going to make a Magus that was basically a Fire Bender with this. Human Magus 1 Trait: Magical Lineage (Shocking Grasp) 1: Imp Unarmed, Elemental Spell Now Shocking Grasp can become Flaming Grasp or Half shocking half flaming. First Level Spells: Flaming Grasp, Burning Hands, Flare Burst, Second Level: Burning Gaze, Elemental Touch, Fire Breath, Flaming Sphere, Scorching Ray, Pyrotechnics Third Level: Elemental Aura, Fireball, Flame Arrow Etc etc.
Is it possible to make a large spike spear up out of the ground to attack a target? (Last Air Bender references) If so what damage would it be? Can Stone Shape be used to make bullrushes? The spell's duration is instantaneous, so I'm thinking that it is possible but the spell is pretty vague on its uses.
Magus 12 / Arcane Archer 8 Magus Arcana that matters; Empowered Magic,Maximized Magic and possibly Lingering Pain. Feat that doesn't matter but is fun; Widen Spell. Trait needed for Widen Spell; Magical Lineage Ok, now spend Magus Arcane points to add to your Arcane Archer's Enhanced Arrows to make the bow a +5 Flame Bursting, Shocking Burst, Frost Bursting, Keen. Then Imbue an either Seeking Arrow or Phase Arrow that has distance with an Empowered, Maximized, Widened DETONATE. The target takes the arrow hit damge of rediculus then automatically takes (I think 8d8) 64 damage unsaved, while 60ft around him takes a maxed 15d8 (Half with a successful reflex save) and 60ft beyond that takes maxed 8d8 (Half with a successful reflex save.) Dodge that.
doc the grey wrote:
"I'm a vegetarian..."
I'm working on a monk arch type and was wondering what you all thought about it. Is it too much? Do I need to add something,replace something, switch around something? Willing Target (Su): At 1st level, when you take a full-attack action, each consecutive hit against the same opponent grants a +1 bonus to hit equal to the number of previous consecutive hits you have made against that opponent this turn. This ability replaces stunning fist. Strength of Will (Su): At 3rd level, a monk of the invisible hand adds his wisdom modifier to all strength and dexterity related skills. This ability replaces still mind. Ki Pool (Su): At 4th level, in addition to the normal abilities of his ki pool, a monk of the invisible hand may spend 1 ki point in order to cast Mage Hand as an extraordinary ability. His caster level is equal to his monk level. But unlike the normal mage hand it uses the monk’s carrying strength using his wisdom. Also the monk can use mage hand as a ranged touch attack that deals damage equal to the monk’s unarmed damage plus his wisdom modifier. This attack can be used in the place of any one of the monk’s attacks using his wisdom modifier for the attack roll. This damage type is force damage. Force of Will (Su): At 5th level, a monk of the invisible hand gains a bonus equal to his wisdom modifier on damage rolls. This extra damage from wisdom is force damage. In addition he can spend 1 ki in order to gain a bonus on attack rolls equal to his wisdom modifier on all attacks for a round. This ability replaces purity of body. Invisible Touch (Su): At 7th level, a monk of the invisible hand may perform combat maneuvers with his Mage Hand while still keeping his hands free and staying unhindered. Also the monk gains a +2 to his CMD. This ability replaces wholeness of body. Mindful Ki (Su): At 10th level, a monk of the invisible hand may use his ki pool as a free action as well as a swift action. This ability replaces the bonus feat. Invisible Barrage (Su): At 11th level, a monk of the invisible hand may spend 2 ki points in order to replace any number of his attacks during a full attack for mage hand. This ability replaces diamond body. What was that? (Su): At 15th level, once per encounter, per target, whenever the monk of the invisible hand strikes are target with mage hand the target becomes confused for a number of rounds equal to the monk’s wisdom modifier (DC 10 + 1/2 your character level + your Wis modifier.) This ability replaces Quivering Palm.
I'd say no way to that. I see it more like a poisoned arrow delivering the charge. Even if removed the target would need an immidiate dispel magic or something similar. But first, know that a spell has been delivered at all. Could you imagine a high initiative character doing this?; Surprise Round - Detonate Arrow hits target. Rolls initiative and goes first - Fires and hits a target with Imbued Arrow of Fireball or Black Tentacles. Awesome.
Im actually blending the same monk types together, but I'm using Panther Style, Panther Claw, Snake Style, Snake Fang, Dragon Style, Dragon Ferocity and if I can ever fit it after I get Mobility, Imp Trip, and Vicious Stomp... Boar Style. With those and a high number of AoO and Retaliatory strikes from a high wisdom bonus, you can run across four or five guys, provoke AoO's from them and (if you have a decent to hit after all this) strike each of them twice before making your standard action on your target. Plus one of those targets you pass that attacks could either as an immediate action, be tripped or struck a third time from Snake Fang. I was also thinking of possibly Janni Style and Janni Tempest to get a +4 to the trip attempt.
I was actually planning on having him to be pretty much full melee, but I was going to use the Shuriken at the very beginning of combat, like when we are facing off, to get bonuses to hit with melee. And also using the Shuriken at the end of his Flurry for the same +4 on all flurry attacks in his next full round action.
Idea for a Human Flowing Monk. Feat Progression 1: Improved Trip, Combat Reflexes, Opening Volley 3: Janni Style 5: Janni Tempest 6: Ki Throw 7: Vicious Stomp 9: Power Attack 10: Medusa's Wrath I wanted to do something with the monk to increase his chance to hit while taking full advantage of his Flurry. I imagined that, if all things went well, he would begin combat by getting into range and throwing a shurikan. Then on his following turn gain a +4 to his first attack of his flurry of blows, if the target moved into melee or he took the five foot step to get into melee. This would in turn give him a +4 to his Trip attempt during his Flurry. Hopefully the trip works and triggers an AoO from Vicious Stomp and if the attack hits the target is not only prone but flat footed which gives the remaining flurry attacks more of a chance to hit. But for the last attack in the flurry I would have the Monk use a Shurikan in order to begin the whole thing over with +4 on his next attack. Problems My attack bonus with ranged weapons would likely be much lower than melee, also prone targets gain a +4 to their AC. I don't have Precise Shot and attempting a ranged attack in melee provokes an AoO. But then again if it is only that target he will be flat-footed. Is there any way to temperarally boost a ranged with a feat? Also is there anything I need to consider or change?
Level 10 Human Hunter of Erastil
Statistics Strength - 15 +1 Increase = 16 Dexterity - 14 +1 Increase = 15 Constitution - 12 Intelligence - 7 Wisdom - 14 +2 Human = 16 Charisma - 10 Feats Level 1 - Monk 1
- Point-Blank Shot (Combat)
Level 2 - Monk 2
Level 3 - Monk 2 / Crusader Cleric 1
Level 5 - Monk 4 / Crusader Cleric 1
Level 7 - Monk 6 / Crusader Cleric 1
Level 9 - Monk 8 / Crusader Cleric 1
Greetings all. The idea about this character is that he is capable in both range and melee. He is capable of Flurrying in both Melee and Range and even able to combine the two. I see his combat beginning with a full attack range. Then when targets charge in he can make a full attack with a +4 for the first attack, Trip with the second, Stomp with an attack of opportunity, Kick him twice more while he is down, use Ki for an extra flurry attack to take a five foot step and shoot with the long bow to finish the full attack flurry and give himself another +4 for the his next attack from Opening Volley. If I can't do this please let me know. Also the feats and stats are subject to change if there are better ways i can use. I would love the help. Please let me know your thoughts. 15 point buy.
I know this is a noobish question but; After touching a target with Shocking/Vampiric, is the spell all used up and I have to recast it my next turn or can it be used again the following turns until I dispell it myself? Touch Spells and Holding the Charge: In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates. Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell. I'm not completely clear on it.
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