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the best dip a fighter can make is to play a dwarf, thats all that needs to be said. maybe barbarian for the movement increase.
meh not true:
-monks have a cone effect that deals unarmed damage.
then they have that brooch that lets you attack swarms as normal.
Doh, misread the spell. I still prefer Blindness as it is permanent while Lipstitch can be repaired fairly easily.
the reason why lipstitch is so good is because as a gish melee character you lip stitch a wizard, then wait for him to pull his dagger to cut the thread, sunder the dagger and greater sunder into the caster. built correctly you can have a VERY powerful caster killer. normall i would agree that blindness is a better choice, but that doesnt stop the casting ability just line of sight effects. AOE summoning, polymorph, fly, teleport, etc... are still able to be cast.
lip stitch say no casting unless you prepped silent spell, or use SLAs.
oh and i forgot the best thing! it hurts clerics who cast silence on you, or if you cast silence on your self its still usable.
um... it prevents spells with somatic components, period.
you may be thinking of deffness or something similar...
oh i see your confusion, its only 20% IF you try to slice the thread, and then only until you stop the bleeding.
Darksol the Painbringer wrote:
lip stitch says hi, then i kill your wizard as he tries to LOL it off.
back in 3.5 fighters had some of the best caster killer feats and PrCs in the game. barbariand did what the do now, hit things hard and dont die easy but paizo gave them the anti caster aspect also IN THE SAME BUILD. yes pounce and the ability to crush just about any caster, sunder any magical effect, AND even access to stand still, step up and strike, and teleport tactician.
best caster killer ever!
so what stick does the fighter have now? not a g#$ d%~n thing by comparison... yeah you can kind of build a similar character but it wont hold a candle to the barb with pounce, CAGM, spell sunder, fighter only anti caster feats (WTF PAIZO?!), crazy high saves during combat.
as much as i hate to admit it, because i really like the diversity of fighters, but barbarians and paladins are so much better then fighters now.
screw that just play a viking archetype fighter.
i got dominated once back in 3.5 the gm told me i had to kill my party... it was all bad. im ok with getting dominated, it part of the game, i just dont like the idea of one hitting my party members and causing a tpk.
just to clarify, its only against mind effecting... which they have the spindle stone + wayfinder trick that makes this unnecessary.
i would still stick with solid fighter for the sake of BAB progression and qualifying for feats. 2 feats, 3 for a dwarf isn't a big deal in the long run
I prefer a 2 level dip into paladin. Keep your BAB up, charisma bonus to all saves, smite evil for a little boost against baddies, and lay on hands, which even at only 1d6 works great with the die hard chain of feats.
the only issue with a 2 level dip into pally is that you may as well just go 20 levels of pally because you have your RP restrictions over your fighter now.
is that a legal feat for stunning fist?
i have to agree, it would be better to let them play a fighter with a quarter staff then a monk.
fighters with just core rulebook feats like TWF chain, weapon focus chain, and powerattack + a good ranged weapon will let them enjot the game a little bit more then a normal monk. i would suggest a lorewarden fighter and pick up trip feats and disarm or sunder
if they absolutely want the flavor of a monk, then i would suggest a sohei they hit really well and dont need to focus on wisdom to be successful in combat.
str>dex>con>wis>int>cha and pick up a long bow. they build like fighters so they have a slight advantage in combat over a normal monk, even most other archetypes.
first off , imo adults should be able to segregate in and out of character personalities. a person who is you best friend in real life should be able to play a selfish dick who hates your character and not let it effect the relationship out of game.
if this guy is sitting there being a dick out of character and using out of character threats "do this or im going to kill your character in his sleep!" thats not ok and he needs to be talked to. on the other hand if the character is making the threats "do this or ill kill you" that needs to handled in game and my result in a character death, thats the nature of Role-play if you dont like the idea of your character dying, then out of character try to set in game rules about PvP actions.
i personally don't see an issue with Role-Playing a dick or bad guy, as long as the player's personality isnt cause of the issue.
i made this guy only i moved things around for dirty trick instead of grapple, and added a level of fighter for shatter defenses +madeusas wrath.
blind, trip, vicious stomp, greater trip, normal attacks, madusas wrath, it was a ton of damage. ki throw is a must for making the build work to 20
"what kind of monk?" Well, I'm looking to make the best possible unarmed melee monk possible.
i think the best monk you can play is a Sohei, you can wear armor and flurry, you only get a d6 unarmed damage, but you still get the benefit of Monastic Legacy (if you wanted to multiclass/presitge) and a monks robe, but i haven't got a solid ruling on that, Sohei lets you ignore wisdom as a stat and focus on strength dex and con, basically making you a fighter with a much better save array.
now we all know how much everyone hates monks that dont look like monks, but as an archer and a melee combatant i think sohei is the best you can get. what monk doesnt want the brawling armor enchant an ability to buff your enhancement bonus to your fists, weapon training, the ability to flurry with any weapon in the game AND SAD stats.
i made a sensei monk, who uses snake style and mantis style.
it kicked ass, very feat heavy build though, and since moms and sensei dont stack i had to dip 2 levels of lore warden to get 2 extra feats.
1 skill focus sense motive
he uses wisdom for attack, defense, and snake style. wisdom is his main stat for stunning fist, sense motive and ac. if you're playing a home game you need a guided AOMF, or if you're playing PFS then you need an agile AOMF.
hes not a massive damage dealer, but at 12th hes near unhitable and his stunning fists land very often. then you have the shenanigans of playing a sensei, handing out truestrike, barkskin, and restoration like candy.
i dont know their builds so i cant give you specifics, but just remind them that the fighter can RP without needing to role anything. he wont be able to gather information, sway the minds of NPCs or sneak into locked rooms for that next piece of the puzzle, but he can have fun RP flirting with wenches, boasting about his exploits in combat, and causing an all around good barfight to keep him occupied in down time.
mid adventure he will just need to bite the bullet and understand that without an archetype like tactician or lorewarden he wont have a bunch of extra skills to use for non combat.
the monk should be able to stealth, diplomacy, intimidate, gather information, and be useful atleast some of the time. have the monk strike out and stealth ahead for a scouting mission every now and then.
while i agree with most of the points you made, a barbarian can actually out heal a paladin using lesser celestial totem + Fire God's Blessing. you cant gain pounce, but with CAGM + step up and strike + stand still, you can heal you level in hp every swing. that can make a paladin jealous.
they even have an item you can add to your chest to deal fire damage when a creature makes a melee attack against you, which nets even more healing.
wait why does he need a monastery? why cant he just be a self taught martial artist who is creating his own path? he back story doesnt have to be an episode of Kung-Fu unless that player wants it to be so.
in conclusion let him pick his background and let it be. dont force him to do anything he doesnt want to, and suspension of disbelief is part of the game.... you know dragons and sorcerers who fart fireballs and all that.
Ash from Evil dead/Army of the dead
you must be able to:
-hold onto a shotgun, shoot, and reload with one hand.
actually across the board the sohei is better.
seeking is a close second for "Also, Zen Archer is able to use Ki to full attack foes that have total concealment or total cover, which no other archer can do."
the sohei has a better SAD stat, always acts first in surprise round, let alone always acts in surprise round, and will have first initiative for his full attack. every round will have a better to hit, flurry with a bow on top of rapid and many shot, and sohei will have a higher AC to boot.
the sohei is the best archer in the game.
but the only issue with that is the sohei is a much much better archer then a zen archer.
im sorry but it would be really nice to actually have a thrown weapon build thats actually worth a damn for once in pathfinder. as it stands anything thrown is a nerf dart past level 5.
ok i dont get what youre trying to do with your character.
what is your goal? to blast peoples faces off? to use area and control spells? enchanter? gish (means a mix of physical damage and spell casting)?
other then that it just looks like a vanilla sorcerer, which may be better played as a wizard.
my advice would be dont play a cleric, play a war priest from ACG. i think you can still get the pdf for it, and until it is finalized in a book you can use that version to play in pfs still.
its, imo, the best combat healer you can play. it, in its current form, is a better melee cleric then a metal oracle.
MoMS doesn't stack with Flowing though.
right i screwed up my archetype names. but with flowing you wouldn't need to use moms, just a 9th level feat with improved trip and the stomp combo would be more then enough.
holy hell i just re-re-read it they just need to be prone, you dont need to trip at all they just need to be prone, a bull rush barbarian/shield bash fighter could make this just as sexy.
i just had a Boston orgasm... in my pants
i meant flowing not sacred mountain.
i re re read the feat, and im pretty sure as long as you have wolf style active the aoo is irrelevant to the disfigure ability. the aoo is of a different function.
Point Blank Master + Snap Shot + Improved Snap Shot + Pin Down. 15 foot radius threatened area with a ranged weapon and anyone in that that area isn't moving without drawing an AoO.
go unarmed fighter archetype, add in improved grapple + hamatula strike to that character and you can pin people in that 15 foot threatened zone all day long.
*snake style and mantis style chains + enforcer compliment each other very well. both focus on wisdom as a primary stat, with sensei or a guided AOMF, you can obliterate enemies on their turn and stop full attack action with a super powered stunning fist.
*tiger and dragon style chains work very well with each other, if you go moms monk with mantis style you can net an attack that deals damage equal to 2 unarmed strikes worth of damage (but count your strength at 4.5 times normal) then follow that up with a free attack when you burn 2 stunning fist attempts.
if you dont go moms then you can move and flurry for quite a bit of damage.
*combat patrol + combat reflexes + stunning assault (or dazing until you get to 15). start with improved trip then upgrade to dazing assault then end with stunning assault for a bad as tanking character. add in teleportation tactician and you have a demon/devil/mage slaying badass.
youre correct i meant to type "letting someone live who is begging for their life is a very simple decision, you will sleep easily at night."
evil does not mean psychopathic. it only means you are willing to kill out of convenience, against innocence. this does not imply that you must be cold hearted, only that you feel the best way to accomplish a goal is by that action.
only exception to this is some aspects of chaotic and neutral evil. but we're only talking about evil as a concept (ideal), not evil by the alignment system of pathfinder.
i disagree with your post.
you describe lawful good, not neutral or chaotic good. i agree with much of your post about helping your community, but thats all good is.
good is, in a nut shell, "actions,or decisions, that assist your community and/or preserve life."
good is not hard, or no harder then allowing yourself to forgive, and evil is not easy. many evil people are more stressed then good people, many evil actions are justifications and can weigh heavily on your conscious.
letting someone go who is begging for their life is a very simple decision, you will sleep easily at night. taking the life of someone who is begging you to spare them can cause mental illness and a shorter lifespan.
my tetori's record was 6 NPC's at once. snapping turtle style is an amazing feat chain.
Monkey Style would be a LOT better if Monkey Shine didn't require a successful stunning fist in order to work. The +4 to hit for being in the same square as your target fixes the accuracy issues of the monk, but having to Hit, Damage, and Stun on a stunning fist without the +4 to hit from the style is not likely to happen.
i played this character for one session, it used monkey style and mantis style with enforcer and cruel AOMF. had to uber specialize my feats for intimidate to make the build function, but it was a beast when all was said and done. it had a +28 to its stunning save dc, and delt pretty good damage.
it was a druid (ape shaman) 8/monk (sensei) 8 for a one shot. strong jaw and huge sized gorilla beats.
Douglas Muir 406 wrote:
yikes you play bad fighters... the fighter i play would have improved/iron will, cloak of resistance, headband of wisdom, and is a dwarf with trait bonus and steel soul...
at 9th level my guy is toting a +15 will save with a reroll. but anyway against a warrior npc, i can see your point.
oh and i forgot they printed that wayfinder cheeze that lets you add the spindle stone for constant effect pro evil.
yeah base fighter is the best choice of them all. the only advantage rangers have over a vanilla fighter is improved precise shot at 6th. but its not that big of an advantage.
if you are very focused on damage and you know how to build your ranger, you can get +20 damage(per attack)from instant enemy as a full round action.
but a fighter will have better ac, similar saves, and higher standard damage per shot. as well as access to very powerful anti mage feats that mix really well with snap shot line. the archer fighter archetype is very subpar and only gives you the ability to perform a few bad combat maneuvers as a balance.
now hands down the best archer in the game is a sohei archer.
So my fighter PC tried to chain combo some combat maneuvers that I wasn't sure if it were legal or not.
no you didnt, all you earned by leveling is bab, saves, hp and skills (although sometimes i require role-play for skills as well) points. feats, spells, and weapon/armor proficiencies are earned through role play.
you know why? because im the gm and i say so :P
but in seriousness having the better saves hp and bab represents the natural progression of your character, feats and spell (also skills on an individual basis) are an example of specialized training your character achieves through practice, or by being taught over time. i wouldnt allow someone to just wake up with the knowledge of how to lob fireballs, or whirlwind attack people. these actions require fine tuning, and trial and error, not something an intelligent person would do mid fight.
Umbriere Moonwhisper wrote:
not to digress the thread into a WOW debate but the actual reason why this was done away with wasnt because it was a bad mechanic, it was because they altered leveling speed for 1-70 and then 70-85, basically if they didnt change it you would be traveling back and forth to the main city so often that you would do that more then actual leveling until you hit the current content.
in my last campaign i GM'd i didnt allow automatic spells for wizards, sorcerers/oracles had to perform rituals to unlock spells known, clerics had to hold onto spell books like wizards, and martials had to learn techniques from trainers.
this system forced more role-playing, which the players didnt like at first but later actually liked more then the generic way, and allowed the players to earn their skills and abilities. it added a lot of depth to the campaign, and im thinking i may use this system from now on with all my games.
you know when you earn something you appreciate it more.
in the context of D&D those islands would detect as magic.
but anyway, lets all agree that in most ways there is no comparison to real life for even a fighter. we should be willing to allow an option for players to have the ability to throw boulders the size of houses at dragons, i mean dragons arnt enough of a suspension of disbelief?
let them eat cake IMO.