....no need to put anything in any build or stuff like that.
Buy the following item:
Cracked Vibrant Purple Ioun stone (or..check for spelling errors)
Get a wand of enlarge person.
Put a charge in the Ioun stone...or let it be put in there (having use magic device or not)
And then use the spell whenever you want.
I think the Ioun stone costs 2500 gp or something? It's basicly a 1st lvl spell storing item which activates the spell. Can even use it to store a shield spell in it or other personal spells like that.
Most simple way to do it.
Great thing is: you can keep putting spells in there. No downtime:)
Just to inform you rabble lot of....rabble...
I...myself...me...and Auke will be attending! Yaaay! Last year was terrible for me, but I promise I'll make it up and liven up your PaizoCon UK this year with my ever insane personality!
Guard your alcohol!
IR will be there!
I am running the Harrowing at the moment and I've done the 'Sonnorae' encounter where she acually turns out to be a Mute Hag.
Now the adventure states that she (if under some conditions) will bargain with the players for her token and does not immediately attack straight off the bat...
Now...how am I supposed to have her 'talk' if she's a mute hag...
I had her talk anyway and did some bargaining...only to realise this iffy thing later.
Any thoughts on this?
About the lying:
This is the question my players asked:
"Will you become angry if we would break your teacups?"
He answered with a 'no'.
Then, they slowly commenced in shattering the teacups one by one....eventually bringing him to a howl of: "Allright! Stop that! Fine, you win!"
Allright, sounds fair. So how are you going to handle the rehabilitating of the prisoner while petrified? :)
Shar Tahl wrote:
What is inhumane about being turned to stone? They don't die, they don't age, they don't harm anyone else. No prison overpopulation, just big rooms of passive, stone people. Zero maintenance. The happy happy view of everyone being able to be rehabed to be productive members of society is overly optimistic.
Hmn, let me put it this way:
In real life, you will participate in a test for me, ok?
Stand that way for 5 minutes. You are not allowed to speak or make any other sound.
Now...if you manage that without going nuts, you imagine having to do that for..what...10 years?
When the punishment is over, you will have created a monster and have set it loose on the world. Quite insane.
And if you are of the opinion that it's a 'happy happy' idead about rehab, then hey..why do we have prisons at all? Lets just execute everybody...right? Cheaper then prisons and hell, it has no use anyway!
I still say my option is the most humane, cheap, and practical to do it:)
The most effective, cheap and executable by any prison guard is:
Keep them exausted and don't give them enough sleep. Simple as.
Keep them at work all the time and make sure the guards never allow them 8 hours of rest per day.
They never regain their spells and all that, plus you don't need to find yourself fancy, expensive magic....
Sweet, simple, effective, cheap, realistic.
The build up to Mastyer Chymist will be less effective in my eyes. Less survivability and damage and all that.
Something like this...but you can adapt it always :)
2 levels of Rage Alchemist, and 2 levels of Barbarian (any barbarian that fits your idea of the incredible hulk.)
Rage powers also to be decided for flavor: Do you want to throw improved weapons (like that huge rock, or that piece of wall you just ripped apart?) then go for Smasher to sunder stuff, or Hurler (or whatever it's called)
In my opinion, only 2 levels of ragechemist will suffice to get the mutagen. The Master Chymist prestiegeclass is a perfect 'hulk/banner' build, but it's only fluff... If you want to be effective, just take 2 ragechemist and then stack on barbarian.
Hey guys...I've been trying to read up on this, but I just can't get it clear. Hope you can shed some light on the matter.
Dhamphir's can chose to opt for the alternate racial trait Fangs, which gives them a bite attack of 1d3.
But then again, does that grant a regular bite attack, or just a bite attack when you are grappling/biting someone helpless?
And how does this translate to the feat: Blood Drinker.
And how does this combine with the Sanguine bloodline of Sorcerers?
I know the issue has been debated, but I just need to know if you can acually use the bite attack the Dhamphir gets, or that he needs to get a regular bite attack from some other source to do his stuff without having to grapple/bite helpless people?
thanks for your help in advance
I like the way pathfinder society works: After every adventure you get 1 xp. Each 3xp points you level up.
so, lvl 2 = 3 xp, lvl 3 = 6 xp....exc.
It works really well for me. Maybe you can get inspiration from that?
edit: Superfast xp like every adventure = lvl up...doesn't work for me. Your character will feel disposable and the levels you gain won't feel an accomplishment. I'll never get a real attachment to my characters that way. No time and no real events to get a bond with them.
I play a monk of the four winds in pathfinder society. I've not had the need to get these bonus feats. In my opinion if someone wanted those feats, he could easily get them through the normal ways. But hey, thats just me.
Here is my lvl 10 Monk. Maybe it helps.
Through some evil magic I've gained access to the Dhamphir race.
Now I'm looking for a good build that would make it play like a close combat fighter, but with a bit of 'vampire' flavor. So prefably unarmed combat/biting natural attack you can swap out... Having high strength, speed and still do something with the charisma...
I have no clue how to put something like that together?
A melee Bard? (does that work?)
I'm a bit lost. Who has good ideas to make such a concept work?
Thanks for your time! :)
Yeah! All the above including me saying the wrong thing but meaning what you said!
(thats what she said?)
Thanks for clarifying, I was a Drunken Master while posting....
I'm in need of advice:
What class/build is best used to resemble a character being the 'master' of the element Earth?
Flavor wise, think from the avatar cartoon series earth benders.
Would this be a wizard/Cleric/Oracle/Sorcerer....?
And what race/build?
Thanks for the advice!:)
I acually have a 9th level 4 winds/drunken master Monk.
Monk class extra feats:
In a fight I have the option to do lots of damage, bleed someone to death, be mobile and help out a character on the other side of the battlefield, capture the badguys, go on a disarm spree leaving the enemies useless and invisible stuff doesn't bother me that much:)
Plus, I burn Ki like crazy, but that's ok, since we are drunken masters:)
If needed you can take up the role of a tank. Just switch from high damage to higher defences :)
Touch attack AC is through the roof too. Hope this all helps. Always remember: this is a team game. As such, make use of your allies:)
My monk uses a bag of holding stuffed with absinth :)
Oh, and 2 springloaded wristsheeths of course, holding a drink of absinth in a vial each for really fast consumption if really needed.
...I don't have Purity of Body....heh...
But I have the ultimate 'free' healing! 2 Ki points = 8 hp healing due to Wholeness of Body...
Then I just drink up to replenish those 2 Ki points from my drunken Ki points pool....and heal again!
Drink drink drink and all the pain goes away :))
Eben: My monk can drink more alcohol then any of your characters.
That makes mine superior in any and every way you can think of.
Awesome overpoweredness to the max! Wheee!:))
Edit: Noooooo don't shoot me with Con based rules about getting drunk! I'm a drunken master! Let me live in my delusion and be happy!:)
Eben: Spot on!
I see what you are trying to say and understand it: You're discussing something waaaaaay more in depth then just a 1 time experience I had with my Monk. As such, continue your discussion so I can learn from it :)
You are all more then welcome :)
Concerning the feats: As pointed out, I selected them at the wrong level. This doesn't mean that I can't swap some out to have the same result if you look at the damage only issue.
My monk is also not superbly optimised like others pointed out. Some people even gave me advice to build it even better! Thanks for that :)
Concerning the gold: My character is level 8, but has played 2 pathfinder society adventures into level 8, giving it more gold then a 'fresh lvl8' indeed. Plus I think I played a module or so with it, which usually provides a bit more gold then regular PFS adventures. So yeah, I have a bit more gold available then a 'newly' created lvl 8 monk from the standard gold table book thingy.
Concerning my monks hitpoints: Yes, they are very low. Something I am very much aware of. This is the whole reason why I let my party buff me before I go into action cause I'd probably not survive a full round of attacks of a big monster without them. Then again, I think not many characters can. Maybe they are unbuffed a bit better at it, but they still need the help of the party, just like everybody else, to be able to stand there and tank big bad guys.
As soon as I get to lvl 9 and have enough cash to get the Boots of Speed, I do not need to chose between damage and defence any more, since the Haste effect of the boots make my extra Ki point attack obsolete, freeing it up to put into defences as a standard.
Those are the buffs I already have running or are able to provide myself (after filling up the Ioun stone and having mage armor pre-cast) and thats how I usually run around in combat.
Other buffs that sometimes happen just top my AC up. (think about some cavaliers power that gives me more AC if I follow his command, Cats reflexes, Owls wisdom, Barkskin, +4 dodge from Mobility if I'm running around the map)
So yeah, I can be an AC monkey and acually the parties I play with expect me to tank.
I have read all your comments and I know what you are talking about. Remember that it all started with me going: "Hey, I scored this nice damage once as a Monk, and people -then- were like: Wow! Thats awesome" Making me feel like the Monk isn't underpowered.
Going further back with the information you provided me about your discussion, I can imagine that you would think differently. You guys are discussing the core monk stripped down of any extra's I'm using.
So yeah, the Monk can be great! Is that a safe thing to say?:)
Thanks so much for taking a look at my Monk, giving the advice for it and pointing out some issues. Because of that I am able to correct these and have a 'better' character.
Lastly: Yeah! Isn't that Ioun Stone a nice trinket for that cash, eh? I love it:)
Edit: Yeah, I'm burning through Ki points like nobodies business! Thats why I have the drunken master thingy, effectively making it reeeally hard for me to ever burn through them all in a combat.
Eben TheQuiet wrote:
You are right that my monk is an offensive glass canon. It chose to build it that way. It can only really shine in the defence department when getting help of partymembers. You got allthat right. My idea though was to mention that i do not find it underpowered, as the stated issue was, and that at this one round of damage it really shined.
master arminas wrote:
Since you incist in insulting me and being mean, i would like to wish you a peacefull life and hope you find a better place then my posts to read so you can still have a fun day. I will not reply to you or adress my further posts to you so you will not feel harmed by them any more.
Yeah, i build it to be a damagedealer and had no interest in skills whatsoever at that time. The creature was a numeran hound or something named alike, indeed. It was 20 point buy with the human plus 2 in strength indeed.
Hey, get one thing straight here. I did not claim my monk was the best thing since the invention of alcohol! My claim is that monks are not underpowered and that at th8s one rond of attack in the game people thought "whoa, thats a lot" and had an idea that the monk i had was overpowered due to also having a high ac at the point.
As such i do object to any comments like the one stating that i should be thrown from the table. That is a plain mean and very unreasonable thing to say when i was just posting to show my character and that one time i got a nice result from my dice. You sir are mean if you mean what you type and i would like you to reconsider your remark.
Monks are not underpowered at all, great fun to play and can do some amazing things, just like any character class should be able to do and that is what i aimed to point out with my post.
And i think i have done just that. Thankyouverymuch.....
Human Monk lvl 8
Str: 24/+7 Base: 20
1st lvl Monk feat: Dodge
Drunken Ki: (Pool of 4 drunken Ki, replenishable by drinking 1 drink per Ki point. 1 drunken ki point lasts 1 hour or until used)
4th and 8th Ability Point spent in Strength.
Trait: Accelerated Drinker
Now the trick here is the following:
Just before combat or during combat where you don't get your full attack in, buff yourself with a Shield cast from your Ioun Stone. Your AC is then 30.
(Yes, I know, the bracers of armor are a waste of cash....still usefull when your mage armor is not on for some odd reason)
Now, you got a choise: Do you wanna do more damage, or do you wanna have 1 less attack and have more survivability?
Survivability: Put the Ki Point in +4 Dodge.
Problem with the Monk is: You only have 1 swift action to spend per round, so you gotta chose what ability you use with that 1 action. Haste is a 'must', so I'm getting the Boots of Speed at lvl 9, which my Monk will be after tomorrow evening.
Now, to describe what happened with the 137 points of damage:
I was fighting a young nerubian hound which had vulnerability to Cold Damage.
I used Flurry, was Hasted and used my swift action and Ki point to do an Elemental Fist of Cold damage for extra 2d6 damage, which will be times 1.5 since the monster was vulnerable to it.
I had 5 attacks.
So, I had the following attacks:
When rolling the hits, I hit them all, and even critted once.
Meaning I did a base damage of:
6x 13 = 78 set regular damage.
Totalling up to 137 points of damage in 1 round.
Edit: This is all using Unarmed Strikes and NO amulet of mighty fists.
Monks are not underpowered in my opinion. My dear monk did 137 points of damage in 1 round while being lvl 8 while having an armor class of 37 and saves like +8, +10 and +11. This all in a lvl 7-9 adventure.
The rest of the party informed me that they think my character is too overpowered.
I have an additional question about this spell:
Does the wall of fire prevent vision/line of effect of spells, arrows and all that? It isn't mentioned in the spell itself, but I do know an oracle of fire can have an ability to look through flames....so what would you rule?
The way I read it, it pulses towards 1 direction. So if you say it pulses inward and the heat crosses over to the other side of the circle and even surpasses that, thats allright. No problem at all. Just not further then the 20 ft. The firewall itself in circular form is not a barrier that stops the heat eminating from the firewall part on the other side of the firewall ring. It lets it through.
That side it passes through might not be intended to be hot because the source of the heat eminating from that side goes inward, but it doesn't pose a barrier to let the heat from the other side of the ring through.
All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
1. Their Mummy Rot: ability is both a Curse and a Disease. How does this hold up against people immune to disease, like for instance a Paladin?
2. Despair (su): Is this a standard action the mummy uses on his turn, or is this 'always on', meaning the second the encounter starts people start throwing saves?
Thanks for the help!
Yeah, but look at it this way: There is a DC 32 perception check needed to discover a magical trap on an altar that does for instance a lightning bolt damage.
But hey, the players can just cast a cantrip and know that this altar holds a strong evocation magic...
And with a spellcraft check they would know it's a lightning bolt...whats the DC on that one? 19 or so?
I kinda find that a bit unbalanced somehow..
Is my assumption here about right?