Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

tcharleschapman's page

FullStarFullStar Pathfinder Society GM. 95 posts. 1 review. No lists. No wishlists. 5 Pathfinder Society characters.


RSS

1 to 50 of 95 << first < prev | 1 | 2 | next > last >>
Silver Crusade

Forgot to mention at the top that this is my PFS Wizard.

Silver Crusade

Thanks everyone. Because of this post and resources elsewhere, I've developed a decent scroll library and other tactics to use.

Any other good scrolls to consider that don't have a save or good utility spells? Here is what I currently have for my 3rd level Wizard.

My Current Scroll Library:


  • Scroll of Acid Arrow
  • Scroll of Admonishing Ray
  • Scroll of Comprehend Languages
  • Scroll of Endure Elements
  • Scroll of Expeditious Retreat
  • Scroll of Faerie Fire
  • Scroll of Glitterdust
  • Scroll of Grease
  • Scroll of Touch of Idiocy
  • Scroll of Obscuring Mist
  • Scroll of Touch of the Sea

What about other useful wands? I currently have the following wands.

My Current Wand Collection:


  • Wand of Magic Missile
  • Wand of Infernal Healing
  • Wand of Detect Secret Doors
  • Wand of Burning Hands (CL 3)

Also, based on this post, I will probably eventually get a wand of vanish.

Silver Crusade

Hi All,

I just played my level 3 Foresight Wizard yesterday. In addition to being a Foreseight wizard he specializes in trip attempts with his magic missiles (Toppling Spell and Magical Lineage). I had fun playing him and I feel like I helped the party. However, I'm hitting the point where I'm not sure what to do for the rest of the time since I still only have 6 spells a day (not counting Cantrips and my bonus school spells, which are divination). I do have a wand of Magic Missile that I use quite often but 1d4+1 is already not scaling at level 3. I had one wand of Burning Hands CL3 from a Chronicle sheet but it is almost gone. What else should I do in battle to feel like I'm contributing more as a wizard? It sounds like at level 5 the wizard is a little more helpful with 10 spells a day and access to more buffing spells like Haste. What can I do until then and past them? What scrolls should I have and be using in battle?

Thanks!

Silver Crusade

Hi all,

I love this game and the simplicity of design, rules, and the cooperative nature. My wife even loves it and enjoys playing it and making her character better (now if I could just get her into Pathfinder RPG).

What I would like to know is if there are other games like this for the iPhone or computer format. A deck-building game that has a storyline, exploration, and a way to make your character better outside of finding new cards.

Willing to pay or can be free.

Thanks!

Silver Crusade

Thanks, Mojorat.

And actually, at the rate my build is going, that Rune Giant would still have some problems against my Maneuver master and not all CR 17 creatures have a 44 CMD.

Could it be that I'm thinking about that Flurry of Maneuvers too much? I mean, because of his 5th level ability to add Wisdom mods it actually reduces any penalty gained from adding two maneuvers in a flurry (if built well) and the whirlwind master sounds like a much better use than the 15th level Flurry of Maneuvers Ability.

Deadmanwalking said wrote:
Maneuver Master is a pretty awful Archetype for anything but a dip.

If your goal is pure damage output, you are right, there are better ways than the maneuver master build. If your goal is debuffing and battlefield control then this build is pretty helpful. I am currently playing this character at Level 6 in PFS and he is a hoot! That Flurry of Maneuvers just had me wondering a bit.

Mojorat said wrote:
Assuming a Trip/reposition Monk were looking at Trip +36/+36/+31/+26 then reposion +34/+31/24.

Is this all in one round at level 20? If so how did you get 7 maneuvers?

Silver Crusade

Hi Everyone,

There is so much confusion in the rules discussion about what the Maneuver Master archetype's ability "Flurry of Maneuvers" means that I thought I would ask this question and see if anyone knows. What was the goal behind flurry of maneuvers?

Early on, it is really good! A -2 penalty to all maneuver attempts to add one extra maneuver. At level 15, because of Maneuver training, that means you could make four trip attempts at +13/+13/+8/+3! That seems pretty good but doesn't provide much aside from backup plans if the first three trip attempts fail or pretty good trips against four enemies. Or instead going Trip +13/Attack +6/Attack +1/Grapple +13? Trip +13/Attack +11/Attack +6/Attack +1? With Vicious Stomp and Greater Trip and combat reflexes this actually turns into more attacks for Trip +13/Attack +11/Attack +11/ Attack +11/ Attack +6/ Attack +1! Even that seems pretty good to awesome as when prone your melee attacks would hit just as well as a fighter's BAB, though not as good as a Flurry of Blows Monk with the same feats, minus Combat Reflexes. But at level 15 if you use the full flurry adding 3 extra maneuvers instead it turns into six trip attempts at +3/+3/+3/+3/-2/-7!

What would be the point of adding all of these maneuvers if they are worthless at level 15? Is this in case you find yourself surrounded by goblins at level 15 or was it the tradeoff for offering combat maneuver feats without needing any pre-reqs? Ultimately, what was the goal behind flurry of maneuvers?

Silver Crusade

Hi Everyone,

I'll brush on some in-game information in my question so please see the SPOILER below.

Question:
I get the opportunity to run this on Friday and I am looking for some input from those that have either played or developed this module. I've established how the party will obtain the harrow deck, but I'm not sure how they should discover that the deck has powers in the demiplane.

Should they be told that they can play cards at certain events or should they just figure it out like going "Hey, this card looks like a blue dragon and that is a blue dragon...I wonder what happens if I lay it on the table."?

What I'm currently thinking of doing is when they land on the demi-plane in game I'll throw the harrow deck on the table in a haphazard fashion so they have to pick it up, much as they would on the demiplane, and see the pictures and inscriptions on it, hopefully piecing together the events unfolding and the faces of the cards. Using this method may take them a while to get it but I think would be more rewarding.

Again, looking for any input. Thanks!

Silver Crusade

It has been a year and a half since this post was last used, but I don't understand where Chung Po gets his massive Grappling Bonus.

Base CMB: +17
Greater Grapple: +2
Improved Grapple: +2
Amulet of Mighty Fists: +1

Total: +22

I'm missing a +6 bonus somewhere and I can't find it...

Silver Crusade

...dammit...

Silver Crusade

I don't think there is a rule against it, but can I roll a check for no reason?

Let's say it is the end of my turn and I want to get rid of my Standard Bearer card. Instead of discarding can I choose to roll a worthless Strength Check and use the Standard Bearer on it to recharge the card?

Thanks!

Silver Crusade

In April I will be chaperoning a high school trip on an 11 hour bus ride. Usually on these trips I bring the Paizo pre-gens and run a game introducing people to this. I snagged 4 new Pathfinder players the last time I did this. What I am looking for are 2 fun 1st-level adventures to bring with me that are not map intensive.

Thanks!

Silver Crusade

Here are some ideas I came up for builds for my randomly selected party.

Kitsune Fighter:

This is my primary damage dealer...I know, with a -2 to Strength. I tried to get it to the point where it could cause damage while keeping the Kitsune flare for Dexterity. Obviously I completely ignored this in my One Big Weapon build.

Vanilla Fighter - Scimitar
Str - 15, Dex - 16, Con - 14, Int - 10, Wis - 10, Cha - 8

  • 1 - Weapon Finesse
  • 1B - Weapon Focus (Scimitar)
  • 2 - Dervish Dance
  • 3 - Power Attack
  • 4 - Weapon Specialization
  • 5 - Toughness/Dodge
  • 6 - Greater Weapon Focus
  • 7 - Toughness/Dodge
  • 8 - Improved Critical
  • 9 - Critical Focus
  • 10 - Combat Reflexes
  • 11 - Greater Weapon Focus
  • 12 - Greater Weapon Specialization
  • 13 - Staggering Critical

Two-Weapon Fighting - Two Light Weapons

  • 1 - Weapon Finesse
  • 1B - Two Weapon Fighting
  • 2 - Pirahna Strike
  • 3 -
  • 4 - Weapon Specialization
  • 5 -
  • 6 - Improved Two Weapon Fighting
  • 7 -
  • 8 - Improved Critical
  • 9 -
  • 10
  • 11 - Improved Two Weapon Fighting
  • 12 - Greater Weapon Specialization
  • 13

One Big Weapon (Two-Handed Fighter, Intimidate Build)
Stats (pre mods)Str - 17, Dex - 12, Con - 14, Int - 10, Wis - 12, Cha - 8

  • 1 - Weapon Focus
  • 1B - Power Attack
  • 2 - Dazzling Display
  • 3 - Skill Focus (Intimidate)
  • 4 - Weapon Specialization
  • 5 - Intimidating Prowess
  • 6 - Shatter Defenses
  • 7 - Iron Will
  • 8 - Greater Weapon Focus
  • 9 - Improved Iron Will
  • 10 - Step Up
  • 11 - Deadly Stroke
  • 12 - Greater Weapon Specialization

Human Summoner:
My two choices here are Master Summoner or Vanilla Summoner.

Vanilla Summoner - Most helpful for having another brute on the field with the eidolon.
Master Summoner - Flexibility and multiple flank buddies, plus flooding field with allies. Could present a problem for my bombing Alchemist and ranged Ranger

Halfling Ranger:
Straight Archery or Switch Hitter. No archetypes.

Archery - I feel what the Halfling loses on damage in this build it will make up with accuracy and being able to stay out of melee.
Switch Hitter - With how weak my main fighter is, this seems like a viable option to add some heft to my damage output.

Half-Orc Alchemist:
Three options I am exploring are Vanilla, Beastmorph, and Trap Breaker. All three will be Bombing/Throwing types overall. The rest is the backup abilities. I'm trying to avoid a melee Alchemist as I'll already have a lot of that.

Vanilla - Capitalize on Poison use by applying them to lots of arrows and melee weapons.
Beastmorph - Playing a Half-Orc this is mostly flavor, but adds abilities that may be situationally useful.
Trap Breaker - Above all, I have no way to disable traps. This would help solve that problem. However, none of the other abilities are useful.

Silver Crusade

Hi Everyone,

I rolled randomly for a party to play in my friend's campaign. It is me only so I run all four characters. Here is what I rolled (both class and race) so obviously this is not optimized. It is more to challenge myself.

Fighter - Kitsune
Summoner - Human
Ranger - Halfling
Alchemist - Half-Orc

The Summoner is really going to lean towards summoning, so I'll probably take an archetype that weakens my Eidolon. The alchemist will focus on bombing and throwing stuff, so I already know what I'm doing there.

However, I really could use some help on the other two. Both martial characters take strength penalties. I have no clue for the fighter, but the Ranger I was thinking about the Guide archetype.

I appreciate any feedback.

Thanks!

Silver Crusade **

Thanks JohnF.

To everyone else, sorry I didn't post it in the right spot. I'm rarely on here, did a word search on the Forums main page, saw a bunch of questions in the "Advice" section and posted there.

Silver Crusade **

Hi Everyone,

Is it PFS legal to get Greater Magic Fang cast on my character permanently?

Silver Crusade

Thanks Claxon. Improved Stalwart maxes at DR 10/-. That helps.

I guess there really is no feasible way to get a DR 19/- and still be able to attack in the same round until Combat Expertise turns into +5/-5, which will never happen in PFS.

What about the other two questions?

Silver Crusade

I posted this question on another Thread but I don't think anyone read to the bottom to see my question so I'm asking it again here. For the original post and discussion that sparked this, please head here.

Some background. A guy was looking for input on his Barbarian Gnome. One guy offered maxing out Damage Reduction. I loved that idea. However, I need to ask some questions pertaining to the following passage from Ranroel:

Ranroel wrote:

you have 10HP. with Greater Stalwart and Improved DR rage powerx3 you have DR 36/nonlethal, DR 18/-. You get hit for 49 damage. Guarded Life activates and turns 22 of that damage into nonlethal damage, leaving you with 27 damage. DR negates the nonlethal damage an 18 lethal, meaning you take 9 points of damage.

this is at the price of -4 to hit.

1) Using the Invulnerable Rager with 3 x Increased DR Rage Power and Improved Stalwart I only arrive at DR 17/- at level 12 using Combat Expertise. He arrived at DR 18/- at level 11. Also, at level 11 Combat expertise is only a -3/+3 trade-off and he would only have access to Improved DR twice so the total DR would only be 13. Is my math wrong or is the original post? Or am I way off and he is actually going Total Defense with at least 3 ranks in Acrobatics making it impossible to attack in the end? And if taking Total Defense how would you even attack, or would you just be holding the line?

2) Guarded life makes it sound like once you hit 0 it kicks in, not before. Using that math, with the original stats displayed, I see the following: Original Damage is 49. You subtract your DR 18/- and are left with 31 points of damage and the original 10 HP. Then you take 10 points of damage which drops you to 0 HP at which point Guarded Life kicks in converting the last 21 points of damage into Nonlethal damage which is negated by the DR 36/lethal. In the end you should be left at 0 HP and Disabled, or am I reading that wrong?

3) It seems odd that you can take damage from one hit and, after you hit 0, convert it to Nonlethal and then negate that. Do those stack?

Thanks for any help. If I end up using this character I want to make sure I'm clear on the rules when a GM keeps wailing on my little gnome and he just won't die.

Silver Crusade

I found this thread while searching for ideas for my own barbarian gnome. I need to ask some questions pertaining to the following passage from Ranroel:

Ranorel wrote:

you have 10HP. with Greater Stalwart and Improved DR rage powerx3 you have DR 36/nonlethal, DR 18/-. You get hit for 49 damage. Guarded Life activates and turns 22 of that damage into nonlethal damage, leaving you with 27 damage. DR negates the nonlethal damage an 18 lethal, meaning you take 9 points of damage.

this is at the price of -4 to hit.

1) Using the Invulnerable Rager with 3 x Increased DR Rage Power and Improved Stalwart I only arrive at DR 17/- at level 12 using Combat Expertise. He arrived at DR 18/- at level 11. Also, at level 11 Combat expertise is only a -3/+3 trade-off and he would only have access to Improved DR twice so the total DR would only be 13. Is my math wrong or is the original post? Or am I way off and he is actually going Total Defense with at least 3 ranks in Acrobatics making it impossible to attack in the end? And if taking Total Defense how would you even attack, or would you just be holding the line?

2) Guarded life makes it sound like once you hit 0 it kicks in, not before. Using that math, with the original stats displayed, I see the following: Original Damage is 49. You subtract your DR 18/- and are left with 31 points of damage and the original 10 HP. Then you take 10 points of damage which drops you to 0 HP at which point Guarded Life kicks in converting the last 21 points of damage into Nonlethal damage which is negated by the DR 36/lethal. In the end you should be left at 0 HP and Disabled, or am I reading that wrong?

3) It seems odd that you can take damage from one hit and, after you hit 0, convert it to Nonlethal and then negate that. Do those stack?

Thanks for any help. If I end up using this character I want to make sure I'm clear on the rules when a GM keeps wailing on my little gnome and he just won't die.

Silver Crusade

I've got a PC who has made a very flavorful and well-built Necromancer. He plays it well by being creepy but still being cooperative. However, I'm having trouble fighting against him because he is an overall evil character playing in the Skull & Shackles Adventure Path where the only thing to fight evil with is more evil. I can't seem to take out these minions he has. Any thoughts? Are there any mass destroy undead spells?

Silver Crusade

That sums it up pretty well. I'm going to guess since Water Elementals have a language and movements that they can still cast without any additional feats.

Silver Crusade

I mainly run PFS and Adventure Paths. My day/night job doesn't allow much time to create my own adventures. I run into the problem while running these that the game does not present a challenge for a group of optimized individuals (a problem I especially find at PFS with a table of 7 PC's). In a game I ran this last weekend the group did the final encounter for book 2 of Skull & Shackles. They encountered everything. The big-baddies all pulled off their attacks and most landed. However, they didn't ever feel afraid for their characters (I had one player make it near 0, but never really feel threatened). Now, I'm not talking maniacal GM everyone must die playing, but feeling enough anxiety to make a battle exciting and not knowing which way it could go.

Any tips, especially on these pre-written scenarios, on how to make them more threatening? I've tried using the Advanced templates, and I try to fudge rolls as rarely as possible. I just want to ensure that there is excitement in the game.

Silver Crusade

1 person marked this as a favorite.

Dabbler, how would you approach an over-optimized build at your table? It is like one of those third-rail conversations that could end friendships. Pointing out that someone is so powerful that no one else gets to do anything is like saying their idea isn't a good one.

Silver Crusade

I have just built a Waves Oracle that took the Water Form Revelation. I can now turn into a Water Elemental as per Elemental Body. This is not the Wild Shape ability. It also does not state in the description of the spell Elemental Body that I lose the ability to cast spells as Wild Shape states. There is no mention of losing spell-casting abilities in the description of the revelation. Can I still cast spells in this form or is there a rule out there I am not aware of?

Silver Crusade

1 person marked this as a favorite.

I do enjoy my optimization. It really got me into the game.

I used to just make characters for the heck of it all the time (making a party for fun now). I really started to notice a problem when every time I sat down to build a rogue they all turned out with two-weapon fighting and all their skill sets were the same. I then noticed all of my melee folks (fighters, barbarians, and paladins) all ended up with a falchion in their hands.

I finally broke the battle-optimization (a bard optimized for damage? really?) when I made a Bard-Archivist for the first time. 8 strength, 10 Dex and Con, 18 Int, 12 Wis, 14 Cha (or something close to that). It was a bard that had horrible social skills. I knew everything and won many a fight by just being there to know stuff. No versatile performance. No bonus damage. Just existing. Even the GM was happy I was there and thought the build was incredibly interesting.

I played with a summoner once that had Death from Above and pounce all go off in the first round of battle and he had five attacks, each with acid and electricity damage. A big day-ending fight was over before anyone else got to do anything.

Silver Crusade

This has to happen a lot. You have a bunch of mooks in the room and the party just slaughters 1/4 of them without taking damage. A PC takes their free action and yells "Drop your weapons and you will be spared!" How you do this? Many enemies in PFS and Adventure Paths say fight until xxx or until dead, or run, or something. But what about everyone else? Is it a skill check? Is it an automatic point. It feel stupid when the AP provides a room of 35 NPC's that are "hostile" but no way to talk them down. Even with an outrageous bard you can only get a group down to Indifferent.

Silver Crusade

19 people marked this as a favorite.

Does anyone else get bothered by the push for optimization of characters? More and more I get tired of sitting down to a table of outrageous damage output where battles end ridiculously fast. Using feats to make a monster characters that immediately win the battle in the first round just is boring. It turns into the one optimized character getting all the fun each and every fight.

I've also run into the problem lately of bringing my characters to games that are not optimized for damage but are fun to play and everyone looking down on them.

-Mounted paladin gnome of erastil (why not be medium sized with a big weapon?)
-Combat Maneuver monk specializing in trip and grapple (Wait...you don't do damage?)
-Sea Reaver barbarian that, when raging, has a swim and climb speed (aquatic campaign) (why didn't you take all these ridiculous rage powers to cause a bunch of ridiculous damage?)

Society games are the worst. I witnessed one guy a few months ago convince someone not to use archetypes of the bard class until the person played a bunch of games with a base bard and learned how the class worked. Getting to level 5 in PFS is a 60 hour investment. The guy knew what he wanted his character to do and an archetype would have served that better and he didn't want to play every week. This awful advice came from a 5-star GM.

I'm not out to change the world with this, but man...powergaming can be pretty obnoxious. Who cares if that wizard didn't prepare "Create Pit"? If everyone built the same character all the time the game would die.

Silver Crusade

Thanks! Great input!

Silver Crusade

I know my PC's would just go with it, but why would my team want to be Free Captains? What reason is there for this? If I can get what I want at another grocery store without a membership fee then why would I become a member of Costco?

Silver Crusade

Thanks, BzAli! That helps a great deal.

Tom

Silver Crusade

Hi everyone,

Does the canopy creeper stay up in the canopy or does it descend to the boat? It's got the reach to hit with vines, but that is beastly hard to kill then.

Silver Crusade

Can someone give me some help with this? Lini seems like a difficult character to slot. Everyone else has clear-defined rolls, I just can't figure out Lini. How should she be played? Caster? Melee?\

Thanks,
Tom

Silver Crusade

Ha! That will be something good for them!

Silver Crusade

Hi Everyone,

I'm currently running Skull & Shackles and having a blast! My PC's have stepped into the role of anti-hero very well and have taken to mutiny and piracy like rogues to a pile of gold.

Now, I'm far from completing this AP, but I'm looking ahead thinking about the next one. I am currently watching LotR while doing housework and I read the Silmarillion over Christmas in 2012. What I'm looking for is a defenders of the world type of AP. One that gets the players invested in being heroes.

I ran Curse of the Crimson Throne and that was great! Now I'm looking for one that is written with the Pathfinder ruleset. Wrath of the Righteous looks like it may be the path I'm looking for. Any input from those that have run/played them?

Thanks!
Tom

Silver Crusade

Thanks Ximen! Appreciate it!

Silver Crusade

Then why give them a strength score?

Using the answer of "Magic" doesn't mean anything. Does that mean that, because of magic, a skeleton can lift more than it's strength score allows? I'm asking this because it will come up.

I've posted this under rules looking for a clarification. If you can clarify without being condescending, I would appreciate it.

Silver Crusade

All right, so that answers that. Sweet! I also am recommending that instead of a skeletal whale using a Fast Zombie template. Based on this picture, and going off of the flying rules because without webbing you can't fly, therefore without a tale or other means of swimming, you can't swim, there is just no way it would work.

NOW, another question. A skeleton falls off the side of the boat and goes 1 mile or more below the surface. It is now under approximately 176 atmospheres of pressure. Can it move?

Silver Crusade

I need a clarification on something. I am running "Skull & Shackles" and many players are taking advantage of an unconventional campaign to run characters they wouldn't usually get to. One of them is running a cleric of undeath, creating undead minions. Fine by me as long as he can handle the rules. His first idea after I asked him what sort of undead he needs for tokens for Maptool, he came back and said he is trying to figure out the cost of a skeletal whale with a battering ram attached. Now, the ram is no problem. You can attach a ram to a boat, no reason you can't pay someone enough to deal with an undead whale and attach one to it's snout.

My concern is skeletons in water. Or zombies for that matter. In the end, is there any sort of undead that can still swim that is a base character that just gains the template?

Silver Crusade

Thank you! Haven't purchased part two yet.

Silver Crusade

In the Jade Regent, in order to have someone work on your caravan they had a monthly wage. Skull and Shackles does not appear to have this set for a crew of pirates. In order to sail the Man's Promise, the ship needs a crew of 20. Minus the PC's (6), that is a crew of 14. How much plunder is needed to pay the crew? How often do they get this pay?

Thanks!

Tom

Silver Crusade

But the FAQ negates any discussion on this.

But for now, the decision should be Power Attack before Vital Strike. If I can use both at the same time, Vital Strike will add, on average, 3.5 points of damage to every hit with a small-sized lance. On the flip side, Power Attack will add 12 points of damage to every hit, no rolling, while charging.

Silver Crusade

I was also thinking of keeping toughness at 11 and adding Greater Mercy to increase my self-healing ability.

Silver Crusade

Hi Everyone,

So I have a PFS Gnome Shining Knight Mounted Paladin at level 5. I was updating his stuff and found that, after this weekend, I am one game away from level 7. Time to make sure my feat choice will work.

So here is my progression planned:

1- Mounted Combat
3 - Ride by Attack
5 - Spirited Charge
7 - Vital Strike
9 - Power Attack
11 - Toughness

However, I just came to find out that Vital Strike can not be used with a charge. Well, shoot. My question then becomes what should my 7th level feat be? I usually get off one REALLY strong hit. Assuming 7th-level, while mounted on a charge with a lance, I do 3d6+9 (3d6+30 on a smite hit). My first instinct is put Power Attack at lvl. 7 so that I can increase my damage which I believe would be 3d6+21 (3d6+42 on a successful smite).

Now, that is obviously the best option. But what should I do a level 9 and 11? Toughness at 11? What else can I add to make my 1 REALLY BIG hit hit harder?

Silver Crusade **

According to Hero Lab, Improved Natural Armor is illegal in PFS. However, can I take it for my Paladin's Holy Mount? That seems fair to me.

Silver Crusade

I was thinking anything that increases my mobility around the battlefield.

Silver Crusade

Never going to attack really so doesn't need proficiency to wear it.

Silver Crusade

I am playing a PFS Gnome Shining Knight Paladin that just hit 5th level. I now have my holy mount! It comes with 3 feats. Now, I spend most of my time charging. Which feats would be good for my mount?

Silver Crusade

Thanks!

Silver Crusade

Excellent! This is all extremely helpful.

I'll look into the Red Ioun Stone in the Wayfinder.

Skill points: Yeah, but the "has to be Int-based" does not help the skills I want.

Is there a better Style Feat chain or other feats that might benefit me better for this build? Snake sounded like it would work to me. However, I don't put Vicious Stomp anywhere in the build.

Silver Crusade

And Tengu is tempting for the double-bonus to two important stats, but that is hard to argue against the bonus feat, extra skill point, and no penalty to Con.

Silver Crusade

Thalin, thanks for that Agile Amulet recommendation. Didn't know about it. That is a bit of a game changer.

I also like the dirty trick maneuver. I keep forgetting those exist.

I checked out that Lore Warden and, while neat, it lacks the skill points, saving throws, and other interesting aspects that keep pulling me to the monk. That bonus to ALL combat maneuvers is huge, but not what I am looking for. I was trying to create a kind of Judo build which would benefit from the Trip, Grapple, and Stunning Fist parts as well as increased mobility and acrobatics. Really, the Lore Warden would be better for straight Combat Maneuvers, but there is so much more I would like to do with my character.

On a side note, if I pin an NPC, can I still inflict Damage to them? Also, can they attack while pinned or can they only attempt to break the pin?

Also, with a Dex-based buid, if I grappled the target successfully on the previous turn, then they failed their escape attempt, I get a +5 to maintain. But, being grappled I take a -4 to Dexterity. Does this penalty apply to my grapple check still?

Lastly, as a Maneuver Master you can make multiple Maneuvers in a round. If I can make two maneuvers in a round, can I choose both of them to be grapple to cause damage? Do they both have to succeed to cause damage? And, if I do not maintain the grapple, is the grapple broken?

1 to 50 of 95 << first < prev | 1 | 2 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.