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I'd go Human Divine Hunter at least 5 with a throwing shield then probably Brawler Fighter for a while then either stay in that or go Guide Ranger.


So reading this, a L9 Wolf Shaman with the feat Powerful Shape can only be a large Dire Wolf that is considered huge?


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:

Hello all,

I have read multiple other threads in the forums regarding the possibility of playing a versatile Monk/Sorcerer/DD - (all hail Oterisk :D) - but I would like to ask for specific advice regarding this one.

My stats are already defined (see below-without racial adjustments), and my role should be the frontline combatant, so how would you suggest I could go about building this one?

Str:16
Dex:11
Int:11
Wis:17
Con:14
Cha:10

Some particular doubts in my mind:

- Since I am playing the part of the frontliner, I should probably start with monk, right? Should I shoot for the crane chain to assist my survivability here?

- Is the "tanking" role at all possible on this concept?

- The empyreal seems a no-brainer but should I take crossblooded for draconic heritage?

- I am undecided regarding Monk archetypes... MomS should be the most adequate one, would you agree?

- This will be played on an AP, but it may extend beyond that - to those more knowlegeable I ask - does the build scale well into higher levels?

- Should I actually ignore the monk, and go for a fighter/sorecerer/DD build?

Thanks for any possible feedback on this one.

Human MomS 4

Trait: Suspicious

1. Imp. Unarmed Strikes, Stunning Fist, Alertness, Crane Style, Skill Focus (Sense Motive)
2. Crane Wing, Evasion
3. Snake Style, Fast Movement, Maneuver Training, Still Mind
4. +1 Dodge, Ki Pool, Slow Fall, Imp. Unarmed Damage

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.


Exactly. Which is why I think that if I'm deflecting (touching) an attackers melee attack with my charged hand they would "burst" or "scorch" as well.


Personally I also think that the spell would go off as well. From the FAQ it seems as though it would. And also I think that the hand that is holding the spell would be considered free if I were capable of using it to retrieve a potion or weapons from my person.


A monk carrying a metal tea cup. (Chronicles or Riddick reference)


Spook205 wrote:
Dustyboy wrote:

https://www.youtube.com/watch?v=E0wQhiptQBE

Show the baby a tiny weapon of your favored variety.

and show the baby a ball

"Chose the ball and you will join your mother in death"

Lone Wolf and Cub. Man, I did not expect to that see that in this thread.

Now I'm envisioning the OP pushing around a baby carriage made of awesome to fight dragons.

+1


If I have a touch spell active and I'm attacked, can crane wing legitimately transfer the touch spell?

If so does that mean it is an automatic hit each round without the need of an attack roll?


Rynjin wrote:


Elemental Spell.

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.


Check the Oracle mystery Stone. There is a revelation Rock Throwing. There is says that the thrown rock deals 2d4 for a medium creature. But, it also says that the oracle is an expert at it. Maybe a non-expert deals half that.


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.


Full BAB.

wisdom to damage at level 5

fighter training maybe


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:
Tangaroa wrote:
Dreaming Psion wrote:
You mean like an awakened half-fiend tyrannosaurus rex?
Depends... is his visual acuity based on movement, and he'll ignore me if I just stand still? If so, I'm not worried!
Grant's theory was bunk, if it had recently eaten anything the size of a goat or larger it just generally wouldn't be interested. Lol see if anyone else remembers that quote.

"I'm a vegetarian..."


beej67 wrote:
6 paladins, each with Shield Other cast on another one of them, and selective channeling.

I want to do this!


Can these two abilities be done at the same time?


In addition to. Basically willing yourself to do better.


1 person marked this as a favorite.

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.


I totally agree with you.

Edit: Ah, just noticed the "You automatically take half damage from the explosion, without a saving throw..." Sweet. Since I'm not in the explosion I shouldn't have to take the damage.


Bump


So, who exactly takes the 5d8 damage from Detonate if it is Imbued on an arrow that hits a target a distance away?

Does the Magus/AA or the hit target?

I'm imagining that the Target takes the damage because the blast is centered on him due to the fact that the energy is charging in him.


"Bob's your parent's sibling."

Awesome.


Greater Mercy, Reward of Grace, and Extra Lay on Hands. Also Defensive Weapon Training isn't bad. Gives you a +2AC to an entire group of weapons.


Pit...Punishing Kick...


Nice. Thanks all.


Can a Vampire cleric cast a cures spell without harming himself in the process?


Yeah, that's really the only problem. The MaD.


yeah.. that sucks.


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 didn't know that you could blend two arch types together.


Ah. So then level 8 minimum by the time it can get it.

Thanks friend.


I know it might sound silly, but can a level 5 mount take Vicious Stomp if it took the prereques?

Can a Horse Mount take Imp. Unarmed?

Was thinking of Trampling for an attack and then having my mount V Stomp the target after.


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?


Well... that's crap.


1 person marked this as a favorite.

Does a monk still need to get Combat Exp to get Greater Trip even though he already possesses Imp Trip?


Level 10 Human Hunter of Erastil
Monk 9 / Cleric Crusader 1

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
- Toughness
You have enhanced physical stamina.

- Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
- Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.

Level 2 - Monk 2
- Combat Reflexes (Combat)
You can make additional attacks of opportunity.

Level 3 - Monk 2 / Crusader Cleric 1
-Weapon Focus Long Bow (Combat)
- Crusader's Flurry
You learned to use your deity's favored weapon as part of your martial arts form.

Level 5 - Monk 4 / Crusader Cleric 1
- Opening Volley (Combat)
Your ranged assault leaves your foe disoriented and vulnerable to your melee attack.
ll you make against the opponent. This attack must occur before the end of your next turn.

Level 7 - Monk 6 / Crusader Cleric 1
- Improved Trip (Combat)
You are skilled at sending your opponents to the ground.
- Weapon Focus Unarmed (Combat)

Level 9 - Monk 8 / Crusader Cleric 1
-Vicious Stomp (Combat)
You take advantage of the moment to brutally kick an enemy when he is down.

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.


It feels exactly like when you close the double pane sliding doors to the back yard and realize that you forgot something and walk right into the double pane clear sliding doors. It feels like that, stupid. Yeah, that's it stupid.

:(


Well that's great if it can be enchanted. I'm not really sure what enchantment, but I was really wondering about it for the Monk character I've been thinking about. Was thinking he could get a boost somehow.


Is it doable to make a courtier's outfit masterwork so that it can be enchanted?


Thanks very much for your input guys. I think I may go the way of Cayden Cailean. Could be more fun.


So I was thinking of making a Neutral Martial Artist Monk X/Cleric of Gorum 1 and wondering if this will be worth while along with Crusader's Flurry.


Ah, cool. Thanks.


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.


Bard.

Kingmaker?

Bard.


Ah. Well Thanks :)


Can a Maneuver Master spend a Ki pool point to gain an extra maneuver attack as in the Flurry of Blows?

So three maneuvers at level 4 by spending ki?

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