Mandraivus the Lost

materous's page

62 posts. No reviews. No lists. No wishlists. 1 alias.


RSS

1 to 50 of 62 << first < prev | 1 | 2 | next > last >>

Are wrote:
materous wrote:
The crit range on the Greatswords are wrong. Increasing from 18-20 it goes to 15-20, not 17-20. The range doubles, since at 18-20 it's 3 (18, 19, or 20), it goes to 6, which would be 15, 16, 17, 18, 19, or 20.

...Except the normal crit range for greatswords is 19-20, making 17-20 correct.

Whoops, that what I get for assuming that it was 18-20 to begin with and not looking it up. It just seemed weird to me, never saw the 17-20 range...


Bandavaar the Brave wrote:

...stuff...

Buster Sword (+3 Medium Greatsword) = +25, 2d6+13, 17-20x2
Tournesol (+5 Medium Keen Greatsword) = +27, 2d6+15, 17-20x2

...more stuff...

Feats Multiweapon Fighting, Weapon Focus: Greatsword, Combat feat - Double Slice, Power Attack, Combat Expertise, Combat feat - Two-Weapon Defense, Improved Bull Rush, Furious Focus, Combat feat - Two-Weapon Rend, Defensive Flurry (uses up 3 feat slots), Improved Critical (Great Sword)

Couple things I noticed, the Tournesol has Keen on it, with the Improved Critical (Greatsword) feat, you don't need to have Keen on it, replace it with something else.

The crit range on the Greatswords are wrong. Increasing from 18-20 it goes to 15-20, not 17-20. The range doubles, since at 18-20 it's 3 (18, 19, or 20), it goes to 6, which would be 15, 16, 17, 18, 19, or 20.

I also don't see anywhere that it states he has more than 2 arms, so Multiweapon Fighting would be Two-Weapon Fighting in your case.


Lazurin Arborlon wrote:
Pretty much, he has his own system that we have used since 3.5....but you get the gist by assuming hero points.

Any chance you could get your hands on a copy of this? I've been looking for something very similar to this to award my players with as I was thinking of just using the "you level now" aspect.


Awesome thank you, definitely keeping the speeches, and adding a couple that weren't in the book that were posted on the forums before, don't have the link at hand, but once I find it, I'll link to it.


Sorry for the delay, thank you. I'm not very good at wording things the correct way so I know it isn't very well put together. In regard to not including the Swallowtail release, how would you word the traditions? I'm not that familiar with them. In regard to mentioning the speeches, yeah I thought about that as I was typing it, but couldn't think of anything else to put in it's place. Although I think I'm going to leave the mentioning of the speech by Father Zantus at the end, since that is where all the action begins, that way they know to start gathering at the church around that time.


While I understand that it would have been common knowledge to the people of the area that the church would be opened on the Swallowtail festival to the characters in the game, the players outside of the game aren't necesissarily aware about the festival. The flyer is for them to get them interested in the game. This was something I thought they would enjoy, it's not for the game itself.

While I appreciate everyone's feedback about the in game reason's why this wouldn't be necessary, I was asking for feedback on how I could make it for the players, to help get them into the game. Most of our group isn't familiar with Sandpoint history, or Varisian history for that matter, so they wouldn't know about any of this area. It is all new to them.

What I am asking for is help to design this to hand out to my players before the campaign starts to get them intrigued. Please from this point on, only provide constructive feedback on the actual flyer and how I can improve it please.

I'm sorry if that sounds snippy or rude.


I created a sample flyer that I am going to pass out to my group before the first session, not really anything describing the first session more as just a memento for the game itself, it can be found here

The wording can use improvement, this was just thrown together really quickly while in between working on homework


xorial wrote:
Consider it like a modern coumty fair. There will be flyers & broadsheets posted all over the place. No personalized invitations needed.

This was my main idea, not necessarily personalized invitations, but more of a flyer that would have been handed out in surrounding areas. I have the basic concept down, now I just have to flesh it out. I hope to have something done tonight and will post it on here if I can.


Malag wrote:

I did it like this:

Requested their char backgrounds, and gave them all on printed out paper when session started a reason why they are coming to Sandpoint.

Some of them might be coming purely cause of food or simple things like getting a job. Some came to investigate ruins ( Old Lighthouse ) and such.

I wrote all those "invitations" in regards to how their characters might think to keep them less invasive, so it doesn't feel like I am manipulating their chars.

I thought about this too, however with the last campaign we did (Kingmaker) they had a bad experience with the festival (carnival) in the beginning of that, so to mess with them a bit, I've already told them that the reason they are going to be in this town on this particular day is the festival. So now I want to come up with some sort of invitation that they would have received, or seen, that brings them here.


I will be starting this campaign in about two weeks and as I was reading the first book and noticed that they mentioned that people from all over would be attending the festival, it got me thinking, what kind of invitation was sent out? I was wondering if anyone has written out an invitation for this on their end. In the coming days to will be trying to flesh out what I think it will look like and say, and was wondering if those who have run this campaign could toss out a few ideas of what they think it should say. I did a few quick searches, but since I'm posting this from my phone, it makes it harder to do the searches.


ShadowcatX wrote:
materous wrote:

It exists in one of the pathfinder books, Pathfinder 10: A History of Ashes, if its in a pathfinder book, we can use it.

Guided

*let me know if the link doesn't work, tried to type it out from looking on my phone

Link works fine.

Its in a "pathfinder" book, not a Pathfinder book. (Ie. That book was not written for the Pathfinder rule set. Heck, it was published before the Pathfinder core rulebook was published even.)

Shh he doesn't need to know that :) Thank you for the clarification, was wondering why I couldn't find that book on the paizo site, did not realize that it wasn't a Pathfinder book. That changes things then.


It exists in one of the pathfinder books, Pathfinder 10: A History of Ashes, if its in a pathfinder book, we can use it.

Guided

*let me know if the link doesn't work, tried to type it out from looking on my phone


I can't load that website BBT, my work instituted a new web filter, and that website is blocked :(


ShadowcatX wrote:
...you're introducing a level of MAD to the build you don't really need. ...

With this build, the only two stats that really matter would be Wis and Dex. Dex for the prereqs for TWF, wis for spell casting. With the guided enchantment on my weps I would apply wis to hit and damage, so no need for strength there. Con wouldn't be far behind as I'd need a decent score to keep my HPs up so I can take a few hits if they target me.


blackbloodtroll wrote:
I would go with Sawtooth Sabres. Less penalties, same flavor.

what are the stats for the sawtooth sabres? can't find them in the PRD.


I'm trying to cut back on purpose Shadow, currently my last two builds (invuln rager barb, and zen archer monk, 3 if you want to include a 1 off while I was building the archer, was a whip master who could trip almost anything on the field, if it could be tripped) have outshined most of the group, the only one who has kept up with me is the inquisitor, and that was only after he saw what my characters can do. I was trying to go something less then optimal so that even if I do end up sort of min/maxing the character, he'll be more in line with the rest of the group, rather than completely over the top.

In regard to the drizzt clone, that thought never even crossed my mind. And by cookie cutter comment, what I meant was that you see more ranger TWFers than you do druids. I was thinking I might switch the weapons to wakisashis too, to reduce the penalties.


I was also thinking of taking a 1 level dip into monk to get the Wis bonus to AC and picking up some bracers of armor, just so I'm not as squishy


We currently have an inquisitor in the group and didn't want to steal his thunder. In regard to races, core races and some leeway on the monsters as PC races, these have to be approved.


Not just divine spells, pretty much animal companion and TWF Scimitars. I was liking druid due to a few of the other class features, such as wild shape, thousand faces to blend in. Kind of wanted to be a bit sneaky as well to be able to set up flanking for those that need it


We already had someone who played a saurian shaman druid, so I was going to stay away from the dino's lizards and was focusing on cats. I kind of like the lion shaman, my only concern is, since I would only have the natural attacks for a few minutes each day, would I actually qualify for the nat attack feat?

*edit* ninja'd about the permanency of the nat attacks...


I know everyone is going to say "Just make a ranger". I'm tired of playing into the cookie cutter role, so I want to make something that you don't see that often, a druid that relies on TWFing Scimitars and his animal companion (was thinking large cat, such as a tiger so that he can ride it into battle). Wouldn't give up his wild shape, but would only use it when he isn't able to hit with his swords, or if he needs a specific shape for utility purposes, such as an earth elemental to traverse under a wall or air elemental to fly, etc.

I need some help with what feats I should take, definitely the TWF tree, weapon focus, weapon spec, improved critical(Scimitars), two-weapon rend, was going to get the guided enchant on the weapons so I could use my wis for not only spells but to hit and damage. Would be built out to level 14 (as a backup to my current char in case he should ever die).

They've blocked d20pfsrd.com at my work so I can't look through there anymore to flesh this out, I'm trying to use the SRD here, but it doesn't always load correctly, I think the network is trying to block it as well, or at least some parts.


Mathwei ap Niall wrote:


It wouldn't be 12D6 though.
Remember with the changes to Flurry of Blows only one of those attacks would get the bonus from those spells, the rest of the attacks that round would not benefit from the spells affecting you.
Your first attack would be at 4D6, the rest of them however would all be at base damage (+1 size increase bonus). All of this providing of course that you can actually make anymore attacks that round since you can only use your bow for one attack as the rules currently stand.

Please explain this to me.

As I see it, enlarge person is increasing your unarmed damage dice from 2d6 to 3d6 at level 10 with a monks robe, that becomes your base damage dice for unarmed strike.

Ki Arrows states that until the beginning of your next turn, arrows shot from your bow are at the unarmed strike damage dice.

Ki Arrows wrote:

At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows (I take this to mean every arrow since it is plural and doesn't state first arrow) he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.

This ability replaces purity of body.

So at level 10 with 4 attacks (assuming all hit) at 3d6 for each arrow, that is a total of 12d6. The only spell effecting you at this point is Enlarge person, since the general consensus was that the other spells wouldn't work or didn't work together.

Where did they state that only one attack from flurry gets the bonus from the spells? I've read through the many (albeit not every single post) different threads on it and haven't seen it.


Thank you all for the feed back, this is exactly what I needed, even though 2 of the things won't work, still doing 12d6 over the 4d8 (with just enlarge person) isn't that bad.

Now I raise this to everyone, are there any other ways to increase the damage die for unarmed attacks? that stack with enlarge person.


can check here http://www.d20pfsrd.com/basics-ability-scores/character-creation there are a few different links to different character sheets

Lobolusk:

If you go to the dyslexic studeos and download all of the sheets, or just download the one specific to the babarian, they have a specialty sheet for each class, the barbarian has a rage box on it next to the abilities that it applies too, they just aren't form fillable


cartmanbeck wrote:
This is also one of the few builds I've ever seen where Strength can really make a huge difference for an archer. Any bonuses to Strength are also going to deal more damage with your arrows, which means the composite longbow is unnecessary (though...

This actually brings up a good point, I was under the impression all you're changing is the damage dice itself, and would be keeping the enhancements from the bow, not your unarmed strike enhancements, since the Ki Arrows ability doesn't state you change those, it just says you change the damage dice.


Grick wrote:
materous wrote:
Then under this logic you can just use enlarge person still to enhance the unarmed strike dice

Sounds right, if enlarge person and strong jaw stack.

Enlarge Person: "Multiple magical effects that increase size do not stack."

Does that apply only to things that change the entire creature's size category, or would it still apply to things that change 'as if' larger?

The other issue is if Strong Jaw even works with Flurry of Bows.

Strong Jaw: "Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is."

That says natural attack, not natural weapon. Since you're not making a natural attack but instead of weapon attack using natural weapon dice, it may not work.

The last line of the spell "This spell does not actually change the creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged", which is the limitation on enlarge person, leads me to assume that they would stack

The first line of the spell "Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons" is what leads me to believe it can be used on the monk's unarmed strikes since that section of the monk refers to them as natural weapons. And since this line comes prior to the part about the natural attacks, it is assumed that the attacks are made with the natural weapons mentioned in the prior sentence.

*ninja'd by cartman


Grick wrote:


Basically, Gravity Bow increases the dice of the arrow. Ki Arrows completely replaces those dice with unarmed strike dice. It doesn't matter when or how, it's either arrow dice (modified by whatever modifies arrow dice) or unarmed strike dice (modified by whatever modifies unarmed strike dice).

Then under this logic you can just use enlarge person still to enhance the unarmed strike dice to the same 6d8, since the enlarge person isn't applying to the arrow dice but the unarmed strike dice, the arrow going back down to normal size after it's fired doesn't matter since you're not using the arrow's damage dice.


Grick wrote:

Ki Arrows changes the damage dice from whatever it would be, to that of unarmed strike. So even if your bow is firing arrows that deal 4d12 each, when you active Ki Arrows they do whatever your unarmed strike does instead.

Right, but gravity bow states that it increases the arrow right before it hits the target for any arrow fired from your bow, so the progression would be, you enhance the bow with gravity bow, enhance your unarmed strikes with strong jaw, then next round use ki arrows, then fire those, you're firing the arrows as the unarmed strike damage, but with gravity bow, right before that arrow strikes it increases in size

Gravity Bow:

Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow. Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.

At least that's the way I see, you're still changing the damage dice before it's shot from the bow, then right before it strikes the target it is increasing in size due to the spell


Harley Quinn X wrote:
I'm definitely not the one to ask about Zen Archers. I'm glossing over the archetype now, and I don't get how they can use their Unarmed Strike damage for their bow. I just wanted to chime in on the Enlarge Person bit. Someone else can chime in here.

The way I look at it, if you have someone who can call a meteor out of the sky, someone else who can breathe fire/ice/acid, others who can turn into any shape they want, etc, enhancing arrows to do their unarmed strike isn't that far fetched.

Ki Arrows(Su):

At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.

This ability replaces purity of body.


Harley Quinn X wrote:
...stuff... Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
So your arrows would not get any bonus damage from Enlarge Person.

damn I knew I was missing something, thank you, redid calculations (totals assume all attacks hit):

Level 10 with gravity bow:

Base: 1d8
Gravity Bow: 2d6

total of 8d6 each round, 10d6 with haste

Strong Jaw + Gravity bow:

Level 10
Base: 1d10
With Monk's Robe: 2d6
Strong Jaw: 4d6
Gravity Bow: 5d6

Total of 20d6 each round, 25d6 with haste

Level 20
Base: 2d10
Strong Jaw: 5d8
Gravity Bow: 6d8

Total of 42d8 each round, 48d8 with haste

Does this seem more correct?


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Say I'm a zen archer and I take a one level dip into ranger to be able to use a wand of gravity bow (increases damage die by one size for any arrows fired from the bow) and have a party member cast enlarge person on me, this would make my arrows the following:

Base: 1d8
Enlarged: 2d6
Gravity Bow: 3d6

Now say I have a wand of Strong Jaw that I can use on myself, this increases my natural attacks by 2 size categories (see below on reason for being able enhance unarmed strikes). Say I took the dip at level 10, my unarmed attacks would be the following:

Base: 1d10
With Monk's Robe: 2d6
Enlarged: 3d6
Strong Jaw: 5d6

Could I then stack gravity bow on top of that to increase the damage one more die to 6d6?

If so, theoretically, at level 10 I could be doing in upwards of 24d6 in a single round, not including any other damage bonus?

Now say I'm level 20 doing the same thing:

Base: 2d10
Enlarged: 4d8
Strong Jaw: 6d8
Gravity bow: 7d8

This, if all attacks hit, would be 49d8, 56d8 with haste...

I just want to make sure I'm thinking this through correctly, even if you can't stack gravity bow on top of all of that, 42d8 (48d8 with haste) is still pretty damn sweet

*Reasoning:

According to the monks unarmed strike section:
Quote:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.


Umbranus wrote:

Is the AC bonus from aldori swordmaster not a shield bonus, too?

If so it doesn't stack with the snapping turtle style.

Nope, the level 7 ability is a dodge bonus:

Quote:

Steel Net (Ex)

At 7th level, an Aldori swordlord can throw up a blazing wall of steel to defend himself. When fighting defensively as a full-round action with an Aldori dueling sword, the swordlord’s penalties on all attacks in a round are reduced by 2, and the dodge bonus to AC is increased by 2 for the same round.

This ability replaces Armor Training 2.

I also didn't calculate the first ability that they get into the totals, only because you may not always be full attacking, but if you were you'd get an additional +2 AC as this is an untyped bonus (at least according to d20pfsrd.com)

Quote:

At 3rd level, when an Aldori swordlord makes a full attack with an Aldori dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.

This ability replaces Armor Training 1 and 4.

I'm going to assume that what you were thinking of is the feat:

Quote:

Aldori Dueling Mastery (Combat)

You have mastered the grueling fighting style perfected by the Aldori Swordlords.

Prerequisites: Weapon Proficiency (Aldori dueling sword), Quick Draw, Weapon Finesse, Weapon Focus (Aldori dueling sword).

Benefit: You gain a +2 bonus on Initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long as you wield only a single Aldori dueling sword in one hand, you gain a +2 shield bonus to your AC—if you wield the sword in two hands, this bonus drops to a +1 shield bonus to AC. Although the dueling sword inflicts slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist.

If you choose to go that route rather than the snapping turtle route, you can switch from a MoMS monk to Sohei, you always get to act in the surprise round, which allows you to activate your ki to ac sooner and start fighting defensively, however you lose fast movement and slow fall, but you can spend a point from your ki pool to enhance your weapon with a +1

Personally I'd go with snapping turtle as you can apply the shield bonus from that to your touch AC, the dueling master feat you can't, although I don't see anything saying you can't take it then choose to use the bonus from snapping turtle and wield the weapon in two hands for damage, then just let go as a free action to get your free hand to activate crane and the other abilities that require one free hand.


Umbranus wrote:
An aldori Swordmaster with crane style can at some point fight defensively without penalty to hit.

very interesting, may have to try this as my next melee type...not only will it reduce the penalty to 0, it increases the AC for fighting defensively to 6, which is a nice increase in and of itself.

2 Base
1 for 3 ranks in acrobatics
1 from crane style
2 from the aldori swordlord ability
Total 6

Throw in a 2 levels of MoMS monk to be able to use 2 styles at once and take the snapping turtle chain for an additional 2 shield AC. Then put the guided property on the sword to apply wis to atk/dmg instead of str, this way you can pump wis for AC from the monk.

Figuring you could have at least a 22 wis by 9th, this would give you an additional 6 AC , then using a monks robe to get to at least the +1 range would make it 7

This right there gives 13, on top of any rings, amulets, or bracers you could get to enhance this, you also get evasion from the monk and only lose 1 BAB for the 2 lvl dip.

Could also keep going monk until 4th (an additional 1AC, Ki Pool to enhance dodge ac by 4 each round, slow fall, 10 to movement) and still only be down 1BAB. This would make it potentially +18AC at lvl 11.

Add in 2 from ANA, 2 from ring of protection, and 3 from bracers of armor, 2 from headband of wisdom +4 (totals 41000GP leaves 41000 for other items if going by WBL for lvl 11) for an additional 9AC, then an 18 dex as well for another 4

this gives the potential ACs below
Normal:
41 with ki boost, fighting defensive
37 just fighting defensive
31 without ki or fighting defensive

Flat-footed:
37 with ki boost and fighting defensive
33 just fighting defensive
27 without ki or fighting defensive

Touch (no ANA or bracers):
36 with ki boost and fighting defensive
32 just fighting defensive
26 without ki or fighting defensive

Still have a base 19 to hit and 9 to damage(8 from wis, 10 from bab, at least 1 from weapon as it is needed to put guided on it) then whatever additional feats or wep enhancements you've taken


if you have the spare feats and can stand having to keep one hand free, the crane style line will reduce the fighting defensive penalties to -1 from -4. The first feat reduces it by 2 and increases the AC by 1 and the last reduces it by another 1 and allows you to get an AoO on the attack you deflect. You also gain the ability to deflect one attack per round, which requires one hand free.

If you're a MoMS monk, you can throw in the snapping turtle chain to gain another 2 deflection AC and the ability to gain a free grapple check when someone attacks you, as well as giving them a -4 to confirm crits.


Little back story, so we have anywhere from 6-9 people at our games and the table we were using worked, however we were very cramped. Our DM just recently moved to a larger place which also in turn has a detached garage with a few rooms in the back. So a few of us, as a housewarming gift, decided to build a table for him. We passed around a few ideas and decided some sort of 'round' table works much better than a longer rectangular table. But dealing with a table large enough to seat 10 people was a bit challenging, so we came up with a table that folds in the center, and has a lazy susan on top that we can mount the game board on as well as move it around to each person when they are up in initiative, this way they get a direct view of the action happening and can move their minis where they choose without having to have someone else do it. We also added a lip around the top so that when you roll your dice, they don't roll off the edge. It isn't high enough that it'll bother your arms. There are 12 wing nuts underneath that hold the top down and the base of the lazy susan to the table, taking these off on requires your hands and a hammer to knock out the bolts, so it is pretty easy to move, the legs are the only thing that doesn't collapse into anything smaller.

Dimensions: 8 feet across at the largest points, stands around 30 inches high, weighs probably close to 400lbs. Each person has approximately 34" of space in front of them (not including going toward the center, this is just the size of each side, there are 10)

View 1
View 2
View 3

What sort of surprises has everyone else done for their DMs?

Contains email address:

If anyone has any questions on the table, such as total cost of all materials (which I won't provide here as the DM frequents these boards), feel free to email me at materous85@yahoo.com


Not sure if it's been said, but I don't remember reading it:

205: You look at your friends who have a family and realize they have the leadership feat, then immediately wonder what you need to do to qualify for it.


If the druid hasn't completely laid out how he is going to play his class, he can take the Eagle Domain to gain the hawk familiar, then take the Adept Channel feat at 5th (since it requires caster level 4) then can always take the Extra Channel & Selective Channel.

This gives him 4 channels per day (unless he takes the extra channel multiple times), granted his cleric level is effectively 3 lower than his druid level, but in a pinch and after battles it helps. I played a druid in a homebrew game that had this set up, was pretty effective if you also pick a few mass healing for each day. I never ran out of healing with this set up.

This combined with the wild shape feats that let you talk and cast spells while wild shaped makes for a pretty versitile druid, it would allow him to still melee in his wild shaped forms and offer healing for the party when they need it. I always shaped into an air elemental for the fly (it was an airship campaign, flying was VERY beneficial).


Grick wrote:


I guarantee someone on these boards has already done that.

*raises hand*

Being a bow hunter, I know all too well what happens when an arrow strikes a tree, wether it be right in front of the bow or at a distance. When point blank against something with the tip of the arrow touching it (hard surface such as a tree), the arrow will not penetrate, it will just bend/snap when the string is released, and most likely cause bodily harm, such as a gun exploding. Now if the arrow actually has a chance to come off the bow and fly any distance, it'll stick into the tree, granted not very far, and will probably bend as well due to the inertia that it built up in it's flight.

Now going into something soft and squishy, such as a person, the results would be totally different, point blank the arrow will definitely go in, albeit not as far as if it had a chance to fly through the air. This is due to the amount of force the string is able to provide when released. As the arrow is touching something immediately upon release, it has that resistance to overcome thus reducing the amount of force the string provides. Now when nothing is immediately in front of the arrow when the string released, it now has the full force behind it and will definitely pack more of a punch.

yeah, just realized this was much more than was required and even asked for...


Any base race with a movement of 30', then add 1 level of Barb for another 10', then go all monk for a +60'. Right there gets you a movement of 100', without having to take any feats. (thats if they stack, since both are called Fast Movement, but neither say they don't stack with other movement enhancements..)

To get the other types of movement, you can go 12 levels of druid to be able to shift into the elementals, huge water gives you 120 swim, huge air gives you 120 fly, earth gives you burrow and earth glide, albeit only 20ft IIRC

can't think of any other methods right now


Might want to consider what a lvl 7 2h barb can do as well, yes I know this is melee and not ranged, but its just to give you an idea of what a 2hander can deal at the same level.

Lvl 7 Half Elf IR Barb (traded adaptibility for the elven EWP trait)
we did a 4d6 drop lowest for stats, got 2 18s, put into str/con can't remember mental stats right now
Str: 23 (base 18, 2 racial, 1lvl, 2 belt)
Dex: 16 (base 14, 2 belt)
Con: 20 (base 18, 2 belt)

Wep: Furious Keen Elven Curve Blade +2 1d10 x2 15-20

Rage:

Atk: +22/+15
(7BAB, 8str (6base/2rage), -2PA, +2furious focus (first atk only), +1 wep focus, +4 wep(2base, +2 with furious), +2 reckless abandon)

Dmg: +22
(12str (1.5x for 2h wep), 6PA, 4 wep)

Non-Rage:

Atk: +16/+9
(7BAB, 6str, -2PA, +2furious focus(first atk only), +1 wep focus, +2 wep)

Dmg: +17
(9str (1.5x for 2h wep), 6PA, 2 wep)

While raging, if both attacks hit, which isn't that hard to do (although I have missed both attacks, rolled 2 twice in a row against a huge elemental :(), can do a base 44 damage + 2d10, and if I crit, it's +38 instead of +22, DM uses crit cards, so potential to do x3 which is +54 at that point...and with the 15-20 range, I threat pretty regularly

we've gotten quite a bit of money as we've progressed, which allowed me to get the +4 on sword and the belt, so we are above wbl.


Alienfreak wrote:

In the Pathfinder Society Field Guide there is a a Ring called Ring of the Beast which gives some neat bonuses for its level.

Quote:

beast). Once per day, a ring of the beast

can be activated as a standard action to unleash the primal
spirit hidden inside even the most peaceful creatures. When
the ring is activated, [...] As long as the effects of
this ring are active, the wearer also
gains a +2 enhancement bonus to his
natural armor bonus.
But its not stated how long the ring is active after activation? Endlessly if wanted to?

that is actually mentioned in the part that you left out, the [...], in that sections it is as follows:

Quote:

the wearer gains a bonus to a single

physical attribute and a penalty to a single mental attribute
for 10 minutes, as determined by the type of ring.


So I'm trying to build a new monk with natural weapons that I can use in my FoB/reg atks. What race(s) have nat claws that I can use FCT with in order to use them with FoB? I've found changlelings have a 1d4 claw attack, any others that would make decent monks?

Next question, does using FCT mean that the claws take on the monks unarmed dmg? Since the feat does say anything that augments unarmed strikes effects the nat weapon. Then the next question, can you then take improved natural attack to increase this damage farther?

I already asked my DM about taking INA and he said if I don't have natural weapons it won't work for me.

Just thought of another question, as I know it would come up, if I used the claws in attacks, would I still be able to do non-lethal dmg if I choose? Or would I have to switch back to my fists? Which would only be 1 step down due to INA anyway, so not a big change in dmg but just wanted to ask for clarification.


Surprised nobody has mentioned making a set of Ironwood full plate, use wood shape on a large piece of wood and turn into a suit of armor, then the Ironwood spell to make it a set of full plate, which can be worn by druids. Saves all the money to get armor made since you can make it all yourself, and since you can use wood shape to form the armor (it may take a few days depending on how many pieces you DM lets you make at a time with it). Granted Ironwood is a 6th level spell, so gotta wait a bit to be able do it


In the recent thread about how DMs handle leveling, Eacaraxe posted a comment about an attack (the name is below). I pose the question to everyone to try and come up with what this attack does, whether it be a skill, feat, spell, etc... The name just sounded awesome and I can only imagine what it would look like.

Eacaraxe wrote:
...Four Corners Wind-Blown Snapping Turtle Exploding Spleen Strike...

Being a spleen strike, would you have to be flanking?

Exploding, would you have to have the explosive enchant?
Snapping turtle require the turtle style?
These are the types of questions that need to be answered, also what is the damage on it? Does it just add to the damage? double it? is there only a percentage chance that you do extra damage?


side question that goes along with the same topic, if using two wakisashi's (1d6 18-20x2) and the weapon finesse feat:

Quote:

Weapon Finesse (Combat)

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

does this apply to both the attack and damage? or do you still just use strength as the bonus to damage? If it does apply to damage as well, do you still only add 1/2 to the offhand damage?


Diego Rossi wrote:

The original owner don't seem to like needlessly violence (his previous emissaries tried to talk before resorting to violence).

So why he didn't send a high level rogue instead of a assassin?

If the characters aren't taking precautions recovering the book and relieving the alchemist of some choice items wouldn't be a bit problem for a skilled thief.

My thoughts exactly Diego, why kill the PC when you can just have the assassin steal the book when he gets into the room. This would leave a whole nother aspect to the campaign that they could explore, if you want them to take that path, of who took the book and why, or if you want them to face the NPC, have the assassin leave a note saying who has the book and if they want it they can come and get it. If they really want the book that badly, make them work for it to get it back.


6 people marked this as a favorite.
Aelryinth wrote:
Heck, look at that recent storyline on the Paizo blog. Sneaks into camp, leaves them the bows...destroys the bowstrings...

&

Aelryinth wrote:
Authorial characters can do all sorts of stuff game characters can't.

You just proved everyones point in your own posts...


Shifty wrote:

On the other hand it does away with legitimate storyline/seemingly reasonable combos such as...

* Elven Curve Blades for Half Elves
/stuff/

Not quite, don't forget Half-Elves (with the permission of the DM) can still do this:

Quote:

Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus Feat at 1st level. This racial trait replaces the adaptability racial trait.


Ahh thank you, I knew I was overlooking something as it just didn't seem right.

Hi-jacking my own thread, how is the barb/sorc/DD combo in melee? Seems like with the str boosts from DD that the melee would actually be pretty decent, and if you did EH(orc) for the Power of Giants, you'd be pretty well off on strength.


I was working on a new barb build and noticed others posting about a barb/sorc/dd build, so I started looking into it. Now a few questions have arisen while doing so, particularly in regard to the sorc bloodlines. Reading through the bloodlines they all mention "at level XX", now is that the character level or the sorc class level? Most everything I've seen in the past would indicate "at class level XX" in the description, so this leads me to believe that the bloodlines go off of the character level.

Then while looking at the dragon disciple class, the Wings class feature has the following wording

Quote:

Wings

At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.

the bolded part is the part that I'm referring to. This leads me to believe that it's based off of character level instead of class level, because there is no way to get the wings class feature of the DD and get the proper level of sorc (15) to be able to get it via the draconic bloodline, unless you level past 20.

any clarification on this would be greatly appreciated.

1 to 50 of 62 << first < prev | 1 | 2 | next > last >>