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Yiroep wrote: When I saw this thread was called "racial evolution," I thought it referred to the fact that tons of halflings now have 30 ft. movement naturally. But only outside of Cheliax sir. All the halflings with 20' move were captured fleeing their oppressors. The halflings with 30+ moves fled to freedom and populated the rest of Avistan!
Deadly Aim
Odea wrote: Devil's Advocate: The 7 INT (or 5 INT I suppose) character isn't smart and the 7 or 5 CHA character is socially inept. Yes but many people trying to role play that lack of smarts or social graces overdo it. In PFS somehow your character made it through years of training to become a pathfinder and honestly a 7 int is just not all that dumb. The low end of human intelligence is a 3, not a 7. You just can't dump a stat that low in point buy. given the 3d6 Bell Curve a 7 would indicate the high end of the lowest ~16.5% of the populace. About one person in 6 would have an INT of 7 or lower and for the most part they walk around Golarion without getting themselves killed. If you want to play a complete and utter buffoon and can do some without spoiling other people's fun then by all means do so. Using your mental stats or character concept to justify tanking missions on the other hands is lame.
Yeah the saves on this build are insane
Looking at Traits now. The one I like the best so far is the Silver Crusade faction trait "Unorthodox Strategy". +2 on Acrobatics checks to avoid AOO's moving through threatened squares. Very monkish. This guy will be giving up spellcasting. He goes in to COI with only two Divine Hunter levels and his spellcasting will not be leveled by the prestige class. Anyway still thinking over traits.
Rycaut wrote:
I do still like the flavor here but the RAW comment got me thinking and "Prolong Magic: Whenever you use a spell-like ability gained through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat." So not legal as i would be applying to something gained from Aasimir heritage. I am going to change that if anyone has any suggestions for the new trait I would love to hear them. I am sticking with being raised by a rebel in Chu Ye but I am not certain I want to stick with adoped by a tiefling now. Thanks again Rycaut that is exactly the kind of thing i was looking for.
It is an awesome damage dealer. You might con consider dropping the Str 19 and dividing the point savings between IQ and DX. Reflex saves, AC, skills and a nice boost from the 4th level stat bonus too. It works great as is too. Whether or not I would make the change would hinge on how soon i wanted to this str 22 and what level i thought the campaign would end at.
Hrrrm I could do a striker build if I traded the STR and DX. Would have to go with a different Aasimir bloodline to have the point buy work but that is not a huge thing. Don't know if i want another striker though. I already have a mid level Zen Archer and a mid level Divine hunter so im not sure im ready to start a new striker. Will prolly build one if only as a mental exersize anyway.
Thanks Rycaut the story behind the adopted by tiefling trait is that my character is from Chu Ye and was adopted by an oni spawn tiefling who recognized what he was and wanted to raise him to overthrow the Oni rulers of Chu Ye. It definitely cuts against the Angel spawn Stereotype and I almost always play characters that defy their racial/class stereotypes. The smite thing is a good point. It helps some that as a COI i will be able to smite chaos as well as evil but that sure won't help against the neutral hungry stuff. Paladin weapon proficiencies net him 10 more monk weapons from UC. Initially he will flurry with a Sansesukon {d10 19-20/x2} and an unarmed kick. It is partially because of all the new monk weapons from UC the paly levels grant I was thinking quick draw could be good. That and busting out with weapons to get around DR but the smites take care of a lot of that. Definitely no Armor. I would get no use out of any of the monk abilities that continue to level as a COI in armor. I plan on using a wand of mage armor to supplement the ws/dx/monk AC. Monk will be the favored class but that is only going to net me 3 hp. The skill situation isn't great but i will net 40 skill points through level 11 though. {monk 3 X 4 + paladin 2 X 2 + COI 6 X 4} I would like to go higher but every other stat has class abilities leveraged in it. I am definitely amenable to doing something other than the extra KI at 7, 9 and 11 but i see him more in the tank role than in the striker role so I don't see myself boosting DX and taking more ranged feats. I would consider other feats to give the character more options as a tank but I am trying to optimize a Champion of Irori and that is no easy task. I don't think there is a lot of room here to spend feats on color and still have a character that can Tank through some of the rougher mods. I was thinking more along the lines of Greater Grapple or other things in the Unarmed combat tree instead of the Extra Ki. Those would def be better against the non evil non chaotic foes.
PFS legal but with 3 traits: str 16
Race: angelkin {angel blooded Aasimir}
1st level
2nd level
3rd level
4th level
5th level
6th level
7th level
8th level
9th level
10th level
11th level
I kind of went overboard on the extra ki because i think i can afford a ring of Ki Storing and have each one pay off in the form of 2 smites. For the 5th level feat I had hard time picking between Quick Draw and the Deadly Aim. Can anyone suggest any changes? Edit: just added alternate racial traits.
Eric Clingenpeel wrote:
How about yellow dyed tengu summoners who thought they saw a puddytat eidolon?
The 1st edition nostalgia is understandable but people misremember how complex that game was. It was so complicated that groups very rarely actually played by the rules. Most of the time when i see people describing the simplicity of 1st edition they are referring to those groups that played by their own rules. 3rd edition was a huge simplification of the system and Pathfinder has streamlined it even further. If you need it simpler then do what we did back in the day. Ignore half the rulebook.
Sean K Reynolds wrote:
Could this information be added to the Advanced Player's Guide FAQ please? The second printing of the APG still states the monk is able to do unarmed damage with his Brass knuckles.
Lab_Rat wrote:
Actually if you read the 1st Mike Brock post on page 1 of this thread he says he is allowing rebuilds now. check it out.
Str 18
Alternate Racial Trait: Heart of the Wilderness Feats:
Traits:
Skills 1 rank ea acrobatics, stealth and your choice. I gave you one PFS legal trait outside your specified sources but it is an inexpensive book and a great trait. gives +1 to unarmed damage. So you wind up ac 15 doing 1d6+5 every unarmed hit and able to stabilize easily if you go down. I played something very similar in 3 1st level PFS scenarios last weekend and it worked out pretty well. Edit: buy about 20 shuriken then spend the rest of your gold on potions of CLW and utility items.
Treantmonk wrote:
So those of us asking for Treeantmonk's opinion on the current monk contreversy if you look at page 2 of the comments you can see him stating the same conclusion that SKR has recently posted. The comments from Treeantmonk were made back in 09.
TOZ wrote:
I am thinking through the conversation between a barbarian and the non-lawful priest casting the spell wherein the barbarian has to explain that he wants to atone for his previous lawful behavior while a monk and i think it may have the potential to be the most hilarious RP encounter in the history of the game. BARBARIAN AM BARBARIAN PROMISE TO NEVER FOLLOW SILLY LAWFUL RULES AGAIN!!!
BTLOTM wrote:
They still get Throw Anything and the attendant IQ bonus to splash weapon Damage. Not as useful as it is for the bomber but enough to make the vivisectionist a mighty slayer of swarms.
Enevhar Aldarion wrote:
The spell has a duration of 1 minute. So assuming the target is 10+ hp down and survives the entire minute the 10 per charge is accurate.
K Neil Shackleton wrote:
Why was this clarification needed for animals but not for elementals, plants, etc? The CRB grants the druid the ability to use wild shape to change in to these forms but a druid has always had to refer to the Bestiary to figure his new forms attacks, move and special abilities. I agree with you on the intent but the wording is poor. The wording itself calls in to question not only the druid's wild shape but all polymorph and summoning spells as well.
FallofCamelot wrote:
It's on the FAQ page here: http://paizo.com/paizo/faq/v5748nruor1fq#v5748eaic9oez Any character with the Poison Use class ability can purchase and use poisons. For now, they are the only classes that have a list of “always available poisons” (those noted below)—no other class may purchase poisons unless they appear on a chronicle sheet. Alchemists, ninja, and poisoner rogues may only purchase the following poisons from the Pathfinder RPG Core Rulebook: Giant wasp poison
Paladins, per their code of conduct, may not use poisons, but they don’t necessarily view the use of poisons as an evil to be opposed—it’s simply something their code prohibits them from doing themselves. Alchemists and rogues with the poisoner archetype and the Master Poisoner ability can use Craft (alchemy) to produce poisons (see "How can alchemists craft in Pathfinder Society Organized Play?").
The wording of this change is bothering me From the additional resources page wrote:
Is this to be interpreted to mean that druids can no longer use wild shape to change in to Elementals and Plants at the appropriate level? What about the APG druids that can turn in to giants and oozes? It has kind of always been assumed that druids could use forms from the bestiary as allowed by the rules but now the Additional Resources page is limiting it to animal forms only.
Steve Holley wrote: No one can buy a +1 weapon yet due to the fame limits. This is the only thing I want to point out. Everything else looks perfect. The fame limit does not apply to +1 weapons as they are on the "Always Available" list Refer to page 19 of the Guide to Society Play V.4 for the complete list of always available items. Edit:
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