So I was looking at a cool concept for a high level gestalt undead character. I liked the concept of the Sayona, so when I saw the Dread Sayona I thought cool I can use this template to make a Sayona. Except that the template is a mess.
Except there is no Blood Curse mentioned in the template. The only Blood Curse I can find is a Lvl 8 Sorcerer spell made by one of the writers that doesn't seem to fit very well and as a gaze would make no damn sense and its from Super Genius Games from like 7 years previous.
Its spawn ability just doesn't mention any control the Dread Sayona would have over its spawn (it does have a separate ability to control Ghouls within 30 ft of it, but that seems like an oddity) when the official Sayona has a spawn ability that straight up says its a slave to its master It has a Paralysis ability that says any melee or touch attack invokes a Fort save of leaves the victim paralyzed but doesn't give a duration. The base official Sayona has a 1d4 duration. Looking at other Dread undead templates this one seems like a real mess like it was incomplete and published. Any ideas on if there was an errata or any official word on this? Owen K.C. Stephens was I the author mentioned earlier.
5d6 ⇒ (1, 2, 3, 1, 4) = 11 [9]
So drop the 9
OK so I am starting a new game and was wondering if I should use vmc with my bard. I am worried the feat loss will cripple the bard as I always seem to use a lot of them. I was thinking of using the magus vmc to gain access to some fun arcana like deed arcana. Is this a good idea? How bad will it hurt to lose half my feats?
Kobold Cleaver wrote: I wouldn't say Fast Healing. She doesn't heal on-the-spot, she just heals more over time. I'd say she has an ability that lets her heal double her hit dice from rest. Possibly but we do see her resist injury and heal quickly. Her fight with that robot who wanted to marry her mother shows this. He had super strength and his grabbing of her and hits didn't leave a bruise by the time the cops arrived so either she took no damage from that, or she as she put it "heals quick"
Melkiador wrote: The thing about Buffy is that she uses all manner of weapons, but usually uses none. This sounds a lot like a brawler using martial flexibility to gain weapon proficiencies to me. I agree, her and Angel's favorite finisher is the Necksnap after pummeling the baddie down. Weapons are for those who have DR lol
pennywit wrote: I'd probably spec Buffy as a Brawler or as a Warpriest (Sacred Fist archetype), possibly with a mythic tier or one of the mythic simple templates. I don't think she is mythic level though. She can fight Vampires which are superhuman sure, but by the end of the series Xander and Giles are doing that as well. In fact by season two of Angel we see Wesley fighting Vampires albeit with some difficulty but by season 3 and onward Gunn and Wes are fighting toe to toe with Vampires in hand to hand.So I say Buffy would have a template that gives Fast Healing, maybe a Divination SLA once a day and buffs her physical abilities.
I agree Buffy would have a template. If you wanted to spec it out, then I recommend looking at the Half-Troll template and stripping out the Claw and Rend stuff, Remove Scent and you have a close Aproximation of what the Slayer is. +4 Natural Armor, Fast Healing 5, +6 to Str and Con +2 Dex -2 Int and Cha (for most slayers at least buffy tends to have a higher Cha so her human +2 goes into Cha to cancel it out)
Slayer makes sense if you are going weapon wielder slayer, which yes she can do with almost every weapon but thats through training and practice she is a gifted unarmed fighter without training.
Well we need to look at the fluff and what the Elan is.
Sounds to me like Elan is a Template not a static race. Of course though we treat them as a base psionic race. But I am curious as to why?
I mean Elan is a good way to explain an Azlanti still wandering around as the Azlanti could have been turned into an Elan, but still possess the aspects of the Elan (The bonus feat and so forth) Why would it remove their former race?
Alright, so I am making a character. This character is a human, which is to be honest kind of rare for me.
Using the Human Feat, and the Feats my two Flaws get me
With these three feats I decided to go splatbook diving as well as using the web to find me some tasty treats
And This nets me basically Powerful Build and Regen 1 with only the cost of constant fatigue in sunlight. Well after picking up these feats I am really interested as to what I can do with this character, what makes the most sense of a character who counts as Large whenever it is advantageous and Regen 1 at level 1.
James I know Jason referenced this once, but I can only find it on the Third Party SRD page. Drow Noble are suppose to be a Cr +1 right? But officially they are not currently? I mean to say that I should if one is in play have them be a level behind, but if I was following the rules strictly the player would be at the same level as the rest? I ask because I am playing a slightly higher game and well one player wants to look into the Drow Noble, while the others are taking the Advanced Template to boost their overall power which will result in a lot of +6 bonuses depending on the races. Also does Dispel Magic count as a divine spell for the purpose of Divine Protection feat?
Drow nobles have no level adjust as of official published books Drow Noble at bottom
I think I will focus on the weapon then, as for traits Warrior of Old gives a nice bonus to initiative allowing him to almost always move first. Any specific weapon enhancements I should look for and why?
Oh yes I am so going there.
Now I want to play a LG Paladin, of course this is a gestalt game as are many of mine. But that class is Swashbuckler, Rapier and all seems iconic for the Drow its focus on high Dex even more so makes it perfect. Now of course people will complain because "Oh you just want to be a special snowflake" or "nobles are too powerful, just play a normal drow." Well I don't care and I don't want too I want to play a Drow Noble. So please do not make this thread about that. What I want help on is how to build a Paladin as I have not ever played one. Also with Divine Bond should I go mount or weapon focus? What feats will be best? I plan on taking Rapier and Light Armor (With smite's bonus to AC and Dodge Panache seems like I might be alright). What traits are best? The character is a Drow Noble who was born of Common Parents. These Drows went to near the surface when they had the child. Worried the other nobles would either kill them and take the child, or kill all three of them. Either way they figured they where screwed as it held that many noble born of base parents killed them anyway. So while evil and selfish the mother could not overcome her motherly love, at least as this was her first child. She could not bring herself to kill the child, and the husband feared his wife's retaliation if he attempted it himself. Instead they took the child near the surface and left it. Sure it would die but at least it would not be bloodying their hands. Soon after the child was found by a forest spider of very large size and carried from the cave it was found to the woods. Planning on turning the youngster into a nest for its young, as well as a good food source for the hatch-lings it encased him in silk and prepared to lay its eggs. It was stopped by a passing blind man who had heard the babies cries and slew the beast before it could act to harm the child. This blind man was a former Paladin himself, sensing no evil from the newborn he took the baby home and took care of it. Raising it up to be a good man, never seeing what his race was. It was not till the boy was ten already that the man asked the boy to describe himself. After realizing he was drow he became concerned as he knew the boy wanted to become a traveler and a hero as he had been in his youth but knew the elves would likely kill him on sight. So he changed up his training some, teaching him to wear gloves to hide his hands, a large hat to hide his head and face and to always keep his distance when not working toward a good goal. That is a general background I pitched to my DM anyway.
Question: Why are Monk's not given profiency with all weapon of the Monk fighter Group?
which leads me to Question 2:
Does this mean when attacking with this weapon.. you can instead use Unarmed Strike instead of the damage listed?
Avoron wrote: I believe Kasatha Swashbucklers are best off going Strength-based with unarmed strikes. Although you could always just get an Agile Amulet of Mighty fists, which is worth it if you're focusing on parry, because of Combat Reflexes. They get a bonus to Dex so Dex based To hit and damage would make them lethal. Also with Emei Piercers turn Unarmed Attacks into Piercing Damage.
I want to try a Kasatha Swashbuckler, at least till level 5 to get Improved Critical and the Parry and Reposte deed is nice to have. Now Kasatha are OP at any martial class, because well they have four attacks instead of one. So Precise Strike would be a Loss for them not a gain right? At least compared to the damage output of 4 rapiers or Kukris if I am using Slashing Grace right?
So I wanted to play a cocky Gaston-esque character who believes he is the best swordsmen in the world. Now of course there will be builds who deal more damage, yada yada yada but I want him to be very charming, swav and good with a blade but also a bit of magics. I am stuck between the ideas of a Bard with Paladin or Bard with Swashbuckler. Or without magic Swashbuckler with Paladin Bard//Paladin is amazing in saves and has solid BAB and good HD, it can smite to add much needed damage. Bard//Swashbuckler is very iconic and the Parry and Riposte, along with precise strike gives good sword power to the bard. If focused on a Selfish Bard build it could do some seriously good one on one duelist style play. Swashbuckler//Paladin gets only a very little boost save for Fort save, good saves over all and the ability to add double level to damage a few times per day.
Alright so I was considering taking a Kitsune to the table and I like the shape shifting aspect and of course magical tails. Is there any way to take the total of nine feats needed without crippling a build? 8 magical tails and realistic likeness or something (afb). I was considering bard as a class due to cha increase but not set in stone.
thegreenteagamer wrote: Not to mention it's nice to stick sacred weapon's damage on a weapon that otherwise has low dice but a good threat range. I could see dual-wielding kukris as being pretty nifty with this ability, for example. I have played a Warpriest of Cayden that used Kukris and added Keen to his weapons and had to buy one for his other. Dual Enhancement will be something I pick up now because you do not need to waste gold if you do not want too. Picking up Improved Critical made this a very sweet combo. Image level 20 dealing 2d8 with a crit threat range of 15-20 x2 on top of the enhancements you can throw on as a bonus.
Rub-Eta wrote:
Well only till you get Dual Enhancement. It is a feat that allows you to add bonuses to both hand weapons.
Actually fighter has the Martial Master archetype which gives them the Martial Flexibility ability which is kinda the Brawler's gimmick and with that along with all those feats makes it very easy to get prereqs for flexible feats. (Also the Extra Martial Flexibility feat gives you +3 more uses per day) I like Swashbuckler, but I feel it needs to pull back on how many swift and immediate actions it needs to rely on. Also add 1/2 level to your Panache points would give them enough so you do not need to rely on the Extra Panache feat.
Maybe a Bard taken to 9th level, or a class like the Bard class.
A class with fortune telling and lots of preemptive focus as well as being quick with his tongue and skilled with a blade. The ultimate gish in a can. One with real power.
Ventnor wrote:
That is would Also check out Ring of the Golden Bell feat a ranged Unarmed strike at a range of 5+5ft per Wis bonus point. Sweet all around.
I also believe it was made my Paizo back in the day
Which is why I said mobile spells. Get in quick and deal with the mage before he can cast his AoE spells and so forth. Yes direct damage spells are considered the weakest spells in the game in use of powers but its still commonly used by DMs as a way to attack players from a range. Also no one is saying you could not be used as a bounce point with this style of magic deflection and redirection. A sorcerer on your team throws a fireball at you. You roll your parry and riposte of the spell to launch the spell into the opponent mage if the sorcerer has no direct line of sight. I like the Monk of the Four Winds because of Slow time giving you a few Standard Actions to spend which could really hurt a mage should you get to them.
Hmm good question Well I would like a class that was capable of getting to a mage before they can flee or cast their powerful damaging spell. As far as flying I was thinking maybe have monks who can throw shurikens and use Stunning Fist so when a mage takes flight the monk can take them down with a well placed skillful throw. Maybe even the ability akin to the Swashbucklers parry and riposting ability allowing her to parry and redirect a magic spell back to that mage, or to the mages buddies.
Monk of the Four Winds
At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces stunning fist.
At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step. Aspect Master (Su) At 17th level, a monk of the four winds must choose an aspect of one of the great spirits of the world. Once made, this choice cannot be changed. This spirit grants the monk a new appearance and new abilities, as well as changing or augmenting the monk’s personality in some way. Once this choice is made, it cannot be changed. The monk must abide by the alignment restrictions of the aspect. If the monk ever changes his alignment to something outside the aspect’s alignment restrictions, he loses this ability and cannot regain it unless his alignment later changes again to match that of the aspect. Aspect of the Carp: The monk’s skin becomes a coat of golden, iridescent fish scales, his neck grows gills, and his fingers become webbed. He can breathe water and gains a swim speed equal to his land speed. The carp is heroic and adventurous—a monk must be nonevil to take on the aspect of the carp. Aspect of the Ki-Rin: The monk’s skin takes on a golden luminescence, and a silvery mane that cannot be bound grows atop his head. He gains a fly speed equal to his land speed, but he must end each turn on the ground. If the monk does not land by the end of his turn, he falls from whatever height he has attained. The ki-rin is honorable, honest, and self-sacrificing—a monk must be lawful good to take on the aspect of the ki-rin. Aspect of the Monkey: The monk’s face becomes that of a monkey, and he grows a prehensile tail. The monk can pick up objects and make unarmed attacks with his tail (though the tail does not grant additional unarmed attacks or natural attacks). In addition, the monk gains a climb speed equal to his land speed. The monkey is a creature of whimsy and a lover of pranks—a monk of any alignment can take on the aspect of the monkey. Aspect of the Oni: The monk’s skin becomes pitch black, and his hair turns white, black, red, or violet. He can assume gaseous form (as the spell) as a standard action for 1 minute per day per monk level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The oni is treacherous and deceitful, and it hungers for the pain and death of living creatures—a monk must be evil to take on the aspect of the oni. Aspect of the Owl: The monk grows feathers, and his head becomes avian, with wide, unblinking eyes. He gains a fly speed of 30 feet. The owl is a sage creature, deeply serious, and driven toward a single goal—a monk of any alignment can take on the aspect of the owl. Aspect of the Tiger: Dark stripes appear on the monk’s skin, and his face becomes more feline. His eyes become catlike, with vertical pupils, and his canines enlarge. Once per hour, the monk can move at 10 times his normal land speed when he makes a charge and is treated as if he had the pounce ability. The tiger is swift, fierce, and deadly—a monk of any alignment can take on the aspect of the tiger. This ability replaces timeless body.
At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once. This ability replaces perfect self. I find the level 12 power useful, and the level 20 seems thematic
Perpetr8r wrote:
Ok so never mind that. The Archetypes are Master of Many Styles, Kata Master, and Qinggong Monk
So I want to use a Monk for the curse of the crimson thrones AP.
Probably Human for the bonus feat. 32 Point buy. What feats should I choose?
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