Glorandral

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I can not find Shifter's Fury anywhere, where is this ability located?


I am playing a Vesk Soldier in my groups first ever Starfinder game and I am having trouble deciding on what melee weapon would be the best option for my character. I feel kind of overwhelmed by the weapon options and the a little thrown off by the weapon charts.

What would be the best melee weapon for a strength based character?


northbrb wrote:

This is what I have so far

Fury: +2 str or +2 dex, +2 con, Gain flurry of blows with Monk progression unarmed damage as natural attacks, can count as any possible natural attack you choose at character creation. loose ability to use weapons.

Takes a move action to activate, can be used a number of rounds equal to 4+con mod +2 per level after 1st. once rage ends character is fatigued for twice as many rounds as they were in Fury.

I also forgot to add, loses the ability to use Int and Cha based skills while "Furying".


Ambrosia Slaad wrote:
Have you looked at the wolf shifter alt-barbarian from Wayfinder #5 (free!) for ideas?

Thanks, that will help a lot for some ideas.

one thing I am stuck on is I do not want my class to follow the normal natural weapon rules. I find them unsuited for actual PC's, I dont want their damage potential to lack compared to someone using weapons.


This is what I have so far

Fury: +2 str or +2 dex, +2 con, Gain flurry of blows with Monk progression unarmed damage as natural attacks, can count as any possible natural attack you choose at character creation. loose ability to use weapons.

Takes a move action to activate, can be used a number of rounds equal to 4+con mod +2 per level after 1st. once rage ends character is fatigued for twice as many rounds as they were in Fury.


One thing I am thinking of doing is making it so "Rage" takes a move action to activate and make it so you cant use weapons when you "Rage"


my goal is to add flurry and the unarmed damage to Rage with as little modifications to The Rage class feature as possible.

I recognize that there are rage powers that work for natural attacks but I am trying to do something different then just use the powers.


One way I am thinking of modifying it is by making it so when you "Shift" you lose the ability to use weapons, just a thought


Just take the Heirloom weapon trait at first level, you will be proficient in only that one Falcata but you cant start at first level with it and you dont waste a feat.


I am working on a new base class "Unnamed as of right now" The class will focus on being a sort of lycanthrop.

I am looking at modifying the basic Barbarian class build to accommodate my new class and wanted some advice.

I want to add basically Flurry of blows and the monks unarmed damage to Rage, I am going to use this to represent the classes natural attacks they gain when they "Shift" the class will not follow the normal rules for natural attacks so do not worry about "Primary or Secondary" rules.

How would you modify rage to accommodate these additions to the Rage class feature?


I know the feat is not disallowed. I was just pointing out that my group allowed them both to stack on top of each other.


My group is allowing the "Improved Natural Attack feat" and the Skinwalkers Claws and the Beast Totem Lesser rage power to all stack to give me 1d8 claw damage for my character so I am not too worried about the claws.


Rynjin wrote:

Simple.

They don't interact. At all.

Natural Attacks do not get iteratives.

So no matter what level I am I will only ever get those 3 attacks?

Do they count as an standard action or a full attack action?


So I just went with a standard Skinwalker, I am combining my claws along with the Barbarian Rage power "Animal Fury" to gain a bite attack.

I know that the claws count a primary natural weapons and bite counts as a secondary natural attack, my big question is when my base attack reaches 6 and I have more than one attack per round how will using my natural attacks work?

I need some clarity on natural attacks and base iterative base attack bonuses? I just need a simple run through of how it works for my character?


Thank you for the clarification, She actually has Two Weapon Fighting so she will be happy to know that. We just were not clear on the full rules and it was the middle of combat so we did not want to stop everything to look it up. You guys have been a great help. thank you


I had a question that came up in a game I played the other night. One of the players who wields 2 daggers wanted to move and draw her weapons at the same time. I know the rules state you can draw a weapon as part of your movement but is it actually limited to just 1 weapon or would they be able to draw both weapons?

I feel like they should be able to draw both weapons during their movement but other players felt that the rule only works with 1 weapon.


I see I wrote "Clay attacks" I meant Claw attacks, and I was just trying to get an idea for increasing the base damage.


So as a shifter if my clay attacks start at 1d4 then what is the highest I can get my natural attack damage to, is the Improved natural attack feat the only way to improve my base damage? (excluding things such as Enlarge Person) which are not permanent.


So from what I am reading, the best build option will be for the most possible natural attacks? Normally I am the sort of person who aims for fewer stronger attacks. (I love the Vital Strike feat chain) Is it possible to go the natural attack route with only say 3 natural attacks per round (Claw,Claw,Bite) and still be dangerous in combat?


So these options look good for the number of natural attacks I can get in a round but what about damage? I really want my character to be able to hold his own with just his natural attacks.


Deadmanwalking wrote:
blackbloodtroll wrote:
Wereboar-Kin(Ragebred) Skinwalker Barbarian going along the Beast Totem Rage Powers.
This. 5 natural attacks by 2nd level is hard to beat. Extra Feature plus Beast Totem equals two hoofs, a gore, and two claws, and is scary.

Can you lay that out for me? how does that equal 5 natural attacks by 2nd level?


I want to write up a Skinwalker for a game I will be playing in soon and I want to make him viable using only natural attacks, I am looking at playing a combat heavy non caster.

I would really like some help with this.
here are the requirements for this build.
must be 3rd level,standard Skinwalker,20 point build.

I would appreciate any and all help.


Simplest reason, Many groups such as mine follow the theory That it is easiest not to have house rules and as such if something as written comes into dispute between two or more people in our group then we need an explanation and definitive answer to the problem.


Not a trap, My DM is a good friend of mine and I have been gaming with him for almost 14 years now.


My GM loves this idea a lot and thinks it will be thematically interesting for the game.


My only issue now is trying to figure out my non-shifted fighting style, I dont want to use any feats that wont benefit me in my shifted form.

So my weapon option needs to be good enough on its own.


My friends and I played the first book of CC back when it first came out but now we want to try it again and actually finish it. we got through the 1st book and began the second book.


I am not a fan of spells plus the rage powers and raging work really well for a character who "Shifts" into a werewolf style character

I am pretty stuck to Skinwalker Barbarian, my biggest problem is choosing a fighting style or weapon build that will require no feats from me that do not function towards natural attacks as well.


So I will be playing in Carrion Crown soon and I decided I want to make a Werewolf, I am doing this by making a Skinwalker Barbarian and taking the Beast Totem Rage powers and all feats and Rage powers that give my character animalistic characteristics

I know this will take a while to really be capable and useful just with my natural attacks so I wanted to get some advice on what weapons or fighting style I should go with while I advance my natural attacks?


Goblin Rogue/Barbarian, specializing in Sundering/disable device.


My groups house rules are as follows

1. Monks can be any alignment
2. Every 4 levels you gain a +1 to two ability scores, instead of just one ability score.
3. The Racial Heritage Feat can be taken by any race not just human.
4. Dwarves gain the bonus from Fast Movement even if wearing heavy armor or carrying a heavy load.
5. If it is printed by Paizo then it is always allowed.

I think there are more but off the top of my head I can not think of anymore.


I am not a dervisher, I only really enjoy playing two handed melee types.


right and the damage for a small Greatsword or Greatax or Earthbreaker are all 1d10


Titan Mauler Barbarian Archetype, Jotungrip (Ex)

At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.

This ability replaces uncanny dodge.


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I am writing up a backup character for my Rise of the Rune lords game, my current character is still alive I just want to be prepared and I only ever play melee warriors.

I rescued a baby Goblin in the game and decided that my character would raise him to be a good guy and basically be my backup character. So I wanted to make sure that the biggest damage dice I could get for him would be 1d10

I know that small characters are not the optimal option for melee characters but I don;t play that way. I play characters that I would enjoy and make for a good story.


I wanted to try and make a small two handed melee character and I was wondering, What is the highest possible damage dice can I get at 1st level?

As far as I can tell it is 1d10, is it possible to get higher than that?


There is a trait introduced in one of the adventure paths that gives you a +1 to cmb and cmd for sunder, I think it is called Giants blood.

I have always loved playing small warriors.


I am currently playing a Slayer and I love the class.


I have a feeling that bonuses vs magic would be a good direction which is why I went with Superstition but I wanted to see if anyone felt another rage power was better.


The character is already made and I have played him up to level 3 now but still have not picked my Rage Power. The -1 penalty for an 8 is easier for me to deal with then a -2.


I am going two handed weapons, right now a great ax. I am aiming for a beast slayer kind of character. I will be bouncing back and forth between the Barbarian and the Slayer. I like both classes and I want to multi-class with both of them.

Ability Scores
Str 17, (21) when raging
Dex 12
Con 16, (20) when raging
Int 8
Wis 14
Cha 8

For feats I took Keen Scent to get the scent ability and Power Attack.

I am aiming for a build for killing big monsters and Giants.

I will be picking up the cleave feats to deal with minions but I will also be picking up the Vital Strike feats to help deal with the big guys.


SO we just started playing Rise of the Runelords about 2 weeks ago and we reached level 2, My character is a Half-Orc with his first level in Slayer and his second and third level in Barbarian. I wanted to get some opinions on what my first Rage power should be. I was thinking Superstition but wanted to get some more ideas.


Any reason they do not gain scent or a racial feat to gain scent? I would assume it would have been a given for them if not an optional feat. Other than that one thing I think this race is my new favorite.


Bwang wrote:
They appear to be a rework of the Eberron Shifter, an interesting race.

Thats what I was thinking but their write up on the pfsrd20 page is a little hard for be to read, it just seems all over the place with the way it was written. What book did they come out in?


I could really use some opinions or advice on these guys


Has anyone seen the skinwalker race before. I found them on the PFSRD20 page and I really like them but I wanted to know if anyone has used them before or could give me tips or advice for playing one.


Ended up going with a Half-Orc Barbarian. So far there is my character, A Half-Elf Gunslinger, and a Half-Orc Summoner. There will be 2 more characters and I am not sure what they will be.


I like small melee characters, I accept the penalty that comes with them. I like the concept a lot.


I can understand that. Right now I am leaning towards Barbarian or maybe playtesting the Slayer. And for race I am leaning towards Halfling, Half-Orc, or Dwarf.


I will be playing in Rise of the Runelords with my friends in about a week or so. I will be playing a warrior more than likely a Barbarian. I was wondering if anyone could give me any advice for building my character for this Adventure path.

I am not looking for spoilers but any advice would be appreciated.

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