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Ser Terry wrote:
So all I need is a talking horse?

Brilliant. Sheer brilliance.


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Greater Whip Mastery:

Greater Whip Mastery (Combat)
You can use a whip to make combat maneuvers with ease.

Prerequisite: Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +8.

Benefit: You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes.

Attack: You cannot use your whip to attack while you are using it to grapple an opponent.

Damage: When dealing damage to your grappled opponent, you deal your whip’s weapon damage rather than your unarmed strike damage.

Free Hands: You take no penalty on your combat maneuver check for having fewer than two hands free when you use your whip to grapple.

Reach: Rather than pulling your grappled opponent adjacent to you when you successfully grapple and when you move the grapple, you must keep him within your whip’s reach minus his own reach to maintain the grapple. If the difference in reach is less than 0, such as is the case for a Medium whip wielder and a Gargantuan creature, you cannot grapple that opponent with your whip. If you have to pull a creature adjacent to you to grapple it with your whip, you still provoke an attack of opportunity from that opponent unless you have the Improved Grapple feat.

Tie Up: While adjacent to your opponent, you can attempt to use your whip to tie him up. If you do so to an opponent you have grappled rather than pinned, you take only a –5 penalty on the combat maneuver check rather than the normal –10.

Anchoring:
Anchoring

Price +2 bonus
Aura moderate transmutation; CL 10th; Weight —

DESCRIPTION

This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon. This anchors the target to the weapon, preventing it from moving away from the weapon. The target is not entangled or paralyzed; it simply cannot move from its location without first destroying the weapon or making a successful DC 30 Strength check as a full-round action to move with the weapon up to 10 feet. An anchoring weapon remains motionless and cannot be used to attack while it is anchoring a creature. An anchoring weapon has no effect on amorphous creatures, including elementals, oozes, and creatures in gaseous or liquid form. It also cannot anchor incorporeal creatures unless the weapon also has the ghost touch special ability.

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1) How do these two interact if, I, say, grappled someone with my +1 ghost touch, anchoring whip and activated the anchoring part as a swift action?

2) Would it be better than tying them up?

3) What if I tied them up first?

4) What if I pinned them first? (are they on the ground now?)

5) What if the opponent is flying when I grapple them?

I am really curious to know how this would work. I am looking forward to pulling this off with a non-optimized whip tripper alchemist/lore warden in an upcoming game, at least later in the campaign! Seems fun at least! :D


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ub3r_n3rd wrote:
Trying to keep it going with conceptual characters here, I'm actually curious as to what everyone's favorite character concepts have been and what inspired them in a bit more detail.

1) A gnome synthesist/paladin who claims to be the descendant of titans. He was born in captivity, a frail creature (min/maxed HEAVILY, so 5 str, 7 dex), who was tortured from birth by his captors, but he lived, grew, and eventually escaped, giving him high constitution (20). He was shaped by his trauma, but has faith in the inherent goodness in all creatures, and through mystical contact with his ancestors, has become an extremely loving, caring, and charismatic adventurer (Cha 20), who is also VERY capable of combatting the evilest of foes. He believes his Eidolon to be an emanation of one of his ancestors, that bestows upon him great strength. He will not willingly harm non-evil creatures, and even intelligent evil creatures deserve mercy (he only does non-lethal damage, despite being capable of massive lethal damage). He will destroy undead and other abominations, as they are, to him, a direct insult to the purity of life bestowed originally by the gods to the titans. This character is going to be REALLY fun to play, and is a power-move, with HUGE HP, AC, and crazy saves, but has some extremely in-depth roleplaying flaws that make up for it. The DM will have to try very hard to kill him, but he would willingly sacrifice himself if given the chance to perform a deed of greater good.

2) An Internal Alchemist/Vivisectionist who is extremely dedicated to his life's work: achieving physical perfection. He often will go out of his way to conduct "field studies" mid-battle, with the hopes that he will eventually be able to cure the "disease" known as death. He often deliberates about his seemingly evil experiments on live animals and even humanoids, but justifies it like many real-world scientists do on a regular basis; he anesthetizes them, and after all, his intelligent humanoid subjects are ALWAYS criminals who were sentenced to execution anyway. Through the sacrifice of a few, he will conduct great research that will ultimately help the entirety of humanity.

Them's my favs so far. I gots plenty. No reason you can't make an Uber with a GREAT storyline/flavor.


How many of the MAIN characters died in Lord of the Rings?

Just one example, and I know plenty die in other epic fantasy adventure stories, but guess what? They mostly die at the end--because it was SO much more meaningful.

DM's can threaten the PC's with anything, at any time. You can kill if you want to, and often, you should make it FEEL like you are trying to kill your PC's, but it's my opinion that the characters should live through the tale, unless it's critical to story development. I just had a level 11 Wizard willingly die to protect the other characters, knowing he wouldn't have any chance of revival. It was a crushing moment, and a beautiful one, one that neither I nor the other PC's will forget. We made an epic story, and it continues to grow. Let people be powerful! It's their right!


Hey PF peeps! Does anyone remember the Aoa from 3.x? I read on Wikipedia they were in the Fiend Folio, which I do not have, and was wondering if anyone had considered converting them over to PF.

I really liked them. For those of you who don't know what I'm talking about, they were floating orbs of quicksilver-like substance that liked deflecting magic attacks. They came in two varieties, droplets (which were low CR) and spheres (which were significantly higher CR, 15 I think). Oh, and they are formed by the negative and positive energy planes grinding into each other. Awesome!

Any help would be greatly appreciated.


This might be a really dumb question, but does an Alchemist start the game with a laboratory? They only start with 105 GP (AVG), which doesn't cover the cost of a lab at all. I assume they begin play with one, but if not, I'll have to scrounge up some mulah fast!


Hello all! For an upcoming game, I'm going to be playing a Goblin Feral Gnasher. The idea I had was that the reason he can bite so hard is that he keeps a bear trap in his mouth (also took the alternate feature Hard Head, Sharp Teeth), but then started thinking it would be cool to just fight with a bear trap and bite with his normal teeth. I saw the Rough and Ready trait, which would allow me to use make use of bear traps as weapons in combat (and make more use out of my Craft Trap than laying traps outside of combat), but I can't seem to find anything explaining how much damage a trap would deal if used as an improvised weapon. I would think it would be more deadly than a simple improvised weapon (it is a bear trap, after all), but not 2d6 deadly (unless on the first hit it was "set" to go off and snapped shut on the opponent).

Any advice would be helpful, thanks!


My group is composed of perfect players. If one of us starts power gaming, the others will let them know right then and there, "Hey, you suck." Back in the 3.5 days, I once made a ridiculous low level Apostle of Peace that didn't kill everything (or anything for that matter) but just made the game BORING. I had him jump overboard and swim to an island of primitives to spread the peace. I've had players in the games I've ran do other, more OP combat stuff, and the other PC's just let them know it sucked. Generally, even those OP characters will just lay off a bit.


Just saw beast totem... Awesome.


The game likely won't last long enough to get past level 3 and our Goblins are not urbanites and I find it unlikely that a Goblin could have Controllable Rage at all! Totem Warrior is pretty cool, the Fiend Totem could be just what I was looking for, but I also like the flavor of the Spirit Totem, and it seems more likely to hit at lower levels anyway so maybe I'll go with that.


hmmm. dunno what's going on here... Thanks for clearing that up? Any character building advice?


Hello all. First post here. I'm going to be playing in an all-goblin game with a few friends of mine pretty soon. So far, we've got a rogue baby thief and an alchemist alcoholic. I wanted to make a Feral Gnasher to complement the other characters, but I also want to be good at making traps and playing tricks that cause pain. I thought I'd be playing a Bard at first, but realized Prankster was gnome-only and wasn't sure Bard would be the best option. I was irritated by this until I found the Feral Gnasher.

My goblin's name is Claptrap. She keeps a venus fly trap in a pot strapped to her head and feeds it flies from the swamp. She is obsessed with bear traps (and any trap really, so long as it causes pain), and likes to laugh at others' pain.

We are doing a 10 point buy system. I also noticed the Anklebiter Feat, which seems fun, and my DM always makes our feats useful, so I imagine trying to get grabbed or overrun I guess.

Anyway, I'm mostly confused about the bite attack. Is it really worth it? Do I get to attack with both my club and my teeth? I don't know a lot about the combat rules...

Any advice would be cool.