Knight of the Forgotten Festival

Game Master Curos Mirran


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thunderbeard wrote:
@Rodrick, how are you getting +14 to all knowledges? Your human ability gives you +1, Occult Knowledge is +1. Reaper of Secrets trades away Monster Lore. So currently you've got 80 skill points invested in knowledges...

Because I think it's a stupid FAQ so I stick with comprehend education gives +1/class skill. I'm sure the GM will veto it but let me have my pipe dream for now, dammit. Also Improvisation.

Quote:
I'd also recommend against actually using Scrollblade; it's thematically cool but it'll destroy a ton of scrolls, costing an insane amount at higher levels (unless you use enhancement talent to constantly boost your weapon), and it doesn't do as much damage as basically any other weapon.
Quote:
Hardness and Hit Points: Each +1 of a magic weapon's enhancement bonus adds +2 to its hardness and +10 to its hit points.

Best case scenario: hardness ignores the hit point damage + tons of hp per scroll from enhancement.

Plan B: buy a fortifying stone and spam creation base sphere.

I just want to play Read or Die

Quote:
You also need to pick a deity (or deity-like tradition) to be an inquisitor, as it affects your weapon proficiencies, domain access, and aligned spells (which might not matter to you).

Norgorber

=======

Thanks for the feedback. Sorry for the short responses. Just settling in to play some monster hunter before bed.


Pathfinder Lost Omens Subscriber

Well I think I'm done with my alternative character, What do people think? It's definitely not very useful mid combat right now.

Nadia
Catfolk Hedgewitch/incanter (Staff tradition), Level 3, Init 4, HP 36/36, Speed 30ft.
AC 15, Touch 15, Flat-footed 10, CMB +0, CMD 13, Fort 4, Ref 4, Will 4, Base Attack Bonus 2

Abilities Str 16(+3), Dex 18(+4), Con 14(+2), Int 12(+1), Wis 16(+3), Cha 10

Racial:

Cat's Luck: roll twice for Reflex saves

Clever Cat: Catfolk's generally friendly disposition doesn't preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces natural hunter.

Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.

traits:

Arcane Temper: +1 to concentration and initiative checks.

Ambitious: +4 to diplomacy checks made against creatures with 5 more HD than you.

Feats:

Level 1: Extra Secret (Hexcrafter: Evil Eye)
Level 3: Unarmored Specalist
Incanter 1: Cantrips
Incanter 2: Arcane Empowerment

Spheres of power:

Class: Incanter/Hedgewitch
Specialization points: 5

Tradition: Staff (Custom) +1 spellpoint per level.
General Drawbacks: Somatic 2, Focus Casting(staff), Magical Signs, Prepared Caster.

Sphere's and Talents:
Life(Casting 1): Greater Healing(hedge 2), Greater Restore(Hedge 3), Ranged Healing (Incanter 1), Restore Mind(Incanter 1)
Mind(Casting 2): Courage (Incanter 2)
Nature(Incanter 3)
Weather(Incanter 3)

Class Abilities:

Black Magic Tradition
Class Skills: Knowledge (Planes), Intimidate, Disguise.
You have delved into magic theories and practices some believe are better left untouched.
Tradition Benefit: Choose an oracle curse. You gain this curse and its associated benefits, using your hedgewitch level as your effective oracle level. If you already possess an oracle’s curse (or gain one later), this instead allows your hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse. Note that some oracle curses (such as haunted) grants a benefit that is not easily translated to the Spheres of Power system, and would most likely not be an advisable choice.
Tradition Power: As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 3 + 1/2 your hedgewitch level. Targets may make a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to negate the curse. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses. You may always dismiss your own curses as a free action.
At 1st level, you may give a target a -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to your casting ability modifier. This improves to -4 at 9th level. This does not stack with itself.
At 5th level, you may cause the target to roll twice whenever it makes an attack roll, skill check, ability check, or saving throw and take the lower result for a number of rounds equal to your casting ability modifier.
At 9th level, you may give a target 6 points of ability drain to one ability score of your choice. This does not stack with itself.
At 13th level, you can permanently blind or deafen the target.
At 17th level, you may make a target permanently confused.

Charlantism Tradition
Tradition Benefit: You gain versatile performance, as the bard ability. Choose one type of Perform skill. You can use your bonus in that skill in place of your bonus in its associated skills.
When substituting in this way, you may use your total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not you have ranks in that skill or if it is a class skill. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Tradition Power: You gain a guile pool, containing a number of guile points equal to 3 + 1/2 your hedgewitch levels. This pool replenishes after roughly 8 hours of rest; these hours do not need to be consecutive. If you gain a guile pool from another source, these levels combine when determining the number of guile points possessed, although you may add either 3 or that class’s listed ability score modifier to the guile pool, not both. You may use guile points from this pool to power the abilities of every class you possess that grants a guile pool. You may spend a guile point as part of any skill check to grant yourself a +2 bonus to that skill check. At 10th level, this bonus increases to +4.
When successfully making an attack against a creature within 30 ft that is flat-footed or denied its Dexterity bonus to AC, you may spend a guile point as a swift action to deal sneak attack damage to that creature, as a rogue of equal level (1d6 at 1st level, 2d6 at 3rd level, etc.) This stacks with any rogue levels you possess, or any sneak attack dice gained from other sources. This sneak attack may be affected by rogue talents, as usual

Secrets: 2
Hexcrafter (flight)
Hexcrafter (Evil Eye)


I think Hedgewitches get two traditions at 1st level.


Pathfinder Lost Omens Subscriber

oh so they do, rectifying.


How did you figure your HP? I was wondering how I should figure mine.

I tried to extrapolate how from yours, but I see you have a d8 HD and +2 CON. At maximum HP, you'd have 30, 33 if all your favored class bonuses went to HP.


Isn't HP max at lvl 1, then 1/2+1 thereafter?

So with d8 per level, Con 14 and favored class...

Lvl 1: 11
Lvl 2: +8
Lvl 3: +8
Total: 27


Well, unless I missed it, the DM's preferred method of HP was not discussed. I figured BandW would know, as one of the DM's friends. Maybe the DM is maxing all HP and giving us a bonus HP per level (I've seen similar things done by a DM who prefers to run a deadly game).


For character creation, DM decreed max hp. After such it will be rolled.


My submission (Zamiell) is complete, barring any directed changes.

For backstory, I wasn't really sure what was going on in the world where we were, so I just kinda went with it.

Backstory:

North: Orcs invading
East: Industrious
South: Cold Wasteland
West: Deserts

Zamiell was always a sorcerous sort. Early in his life he found he could move small things with his mind, will his body across short distances in the blink of an eye, and rob an area of light. It was under this auspice that he sought membership into a few mage's circles in the hopes of further refining his abilities, networking with like-minded people, and hopefully gain employment in his craft.

Mage's Circles tended to be funded by wealthy patrons or members of the state and perform tasks in exchange for resources, aiding in defense against threats that mundane soldiers can't, or researching specific topics at the behest of their patrons. He found that many circles would not take him in, as his skills were too weak and they wouldn't get a good return on their investment. Circles tended to look after their members well, providing a living space and food as needed as well as access to research materials.

However, one circle would accept nearly anyone, though few applied. He was warned away by the others, but in desperation he joined the Psijic Order. The reason why most people didn't join was immediately obvious to him when the Joining Ceremony began.

Zamiell and two others had joined at the same time, a man and a woman. The woman was joined first, as Zamiell and the other man watched. As she knelt before the officiant, a dagger was plunged into the flesh of her shoulder, between the shoulder blade and spine. Next, a small ornate box was opened and some manner of slime poured on the wound. To Zamiell's horror, the slime moved of its own accord, reaching in the wound with what looked to be tentacles and pulled the rest of its form inside the wound. A healer stepped up and sealed the wound, trapping the creature inside. The woman stood, disoriented and in pain, but with a smile on her face as her new brothers and sisters raised her arms in triumph.

The other man was next. His ceremony went much the same, but when the slime pulled itself into his wound, the man began to scream. One of the order present waved her hands with a look of disgust on her face, and silence fell over the man, though he still screamed. As Zamiell watched the man's face contort with pain and then eventually fall still, he was crabbed from behind by two other members of the order and dragged to the stage. The previous man fell over and the slime crawled out, reaching two tentacles up toward the officiant, who lowered the box for it to climb back in. Zamiell was made to kneel as the dead man was dragged away, and the knife was plunged into his back. The blade was so cold that he was immediately numbed and could only exhale in shock. The same slime that had killed the previous man was dumped onto his back and a warm, needling sensation cut through the cold. He felt a dull prodding within his chest cavity, and his vision began to cloud and grow dark. He was vaguely aware of the same sort of celebration accompanying his Joining as did the woman's, but he scarcely noticed. His mind was adrift in a sea of strange sensations, both physically and mentally, as he fell unconscious.

He awoke with a start to a voice in his head.

<<Wake up.>>
"Huh?"
<<You have been asleep for several days. While you slumbered, I have been busy.>>
"Who are you?"
<<My kind do not have names, at least not in the sense that your kind does, and you need not speak aloud to address me. My name is but a thought, for you to think of me is the same as you would call the name of one of your kind. You will converse with me by thought alone. You are my eyes and ears in this world.>>
<<So you are a parasite?>>
<<Not in the same manner as you think. We rely on other creatures to see, hear, and smell, but we do not take anything in return, as parasites do. We are no more parasites to you than the knight is to the horse he rides.>>
<<So... Why are you in my head? For what purpose?>>
<<Much the same as the caravan guard. We can see little of the world without using others as our mounts. We move slow, our senses are dull. When attached to the minds of higher beings, we set up psychic feedback loops that provide thoughts for our sustenance. We can repair broken connections in the mind or make existing connections more efficient, to the cognitive benefit of our mount. We make our mount stronger, that we may go farther and wider.>>
<<And what of the "mounts" that die?>>
<<The one you witnessed died of fright. From what I saw of his mind, he had heard tall tales of monsters from beyond the stars roughly matching our description and he feared being a "mind zombie", no amount of my reassurances would dissuade him.>>
<<But you don't make thought zombies, then?>>
<<Certain levels of control are within my power, but most trained in the arts of the mind are resistant or immune to such attempts. For those such as yourself, such abilities fall within your scope to access.>>
<<So I am to make thought zombies for you?>>
<<No. To do so would surely get you killed, and me with you. The means of control is merely a fail-safe when you approach your natural end. The gifts I bestow to you can call another close, befriend then, and then I will leave your form for theirs.>>
<<So I am to be discarded like a lame horse?>>
<<Yes. Nothing personal. If your mind is dead, I cannot sustain myself from your id feedback loop.>>
<<I see. So... what now?>>
<<I have increased the efficiency of your mental processes, but you will need to become accustomed to the new abilities that come with it. You need to practice, and study.>>
<<Well, I suppose that is what I came here for.>>

Zamiell finally began his training in earnest, and discovered that his ability to move things with his mind increased. The being inside him also bestowed upon him subtle mental abilities such as the ability to read thoughts and suggest courses of action to people. Coming into stride as a relatively powerful mage, Zamiell set out to see what manner of adventure he could get involved in to test his skills and return knowledge to the Psijics.


Max HP? Alright, fixed that.


Rodrick Vandal wrote:
thunderbeard wrote:
@Rodrick, how are you getting +14 to all knowledges? Your human ability gives you +1, Occult Knowledge is +1. Reaper of Secrets trades away Monster Lore. So currently you've got 80 skill points invested in knowledges...

Because I think it's a stupid FAQ so I stick with comprehend education gives +1/class skill. I'm sure the GM will veto it but let me have my pipe dream for now, dammit. Also Improvisation.

Grumbaki wrote:
Comprehensive Education, human racial. It gives +1 on skill checks for all skills from class levels (and his class gives all knowledge skills as class skills). Then he has improvisation which lets him make the checks untrained and gives +2. Finally add in +1 for occultist and +1 from intelligence. Adds up to +14 each. It's a pretty sick combination.

Err, this doesn't add up at *all*. The human ability gives +1. Improvisation gives +2. +1 for Occult Knowledge and +1 from Intelligence, and you've got +5 to all knowledge.

I think you're reading Comprehensive Education as "they gain a +1 racial bonus on all skill checks for each Knowledge skill that they gain as a class skill from their class levels" which would make it a +10 bonus instead of a +1 bonus. This doesn't make sense, as no racial ability would ever give you 100 free skill points. It's only a +1 to each skill.

* * *

Rodrick Vandal wrote:
Quote:
Hardness and Hit Points: Each +1 of a magic weapon's enhancement bonus adds +2 to its hardness and +10 to its hit points.
Best case scenario: hardness ignores the hit point damage + tons of hp per scroll from enhancement.

Hardness only reduces damage from specific sources, so it certainly wouldn't apply here (and would make all scroll weapons indestructible, destroying the point of them having HP). RAW, the +10 hit points from being a magic weapon also doesn't apply, because it's not actually a +X weapon (you just weird it as one)—but I can see the case for why that would make sense, and make the archetype more playable.


thunderbeard wrote:


Err, this doesn't add up at *all*. The human ability gives +1. Improvisation gives +2. +1 for Occult Knowledge and +1 from Intelligence, and you've got +5 to all knowledge.

I think you're reading Comprehensive Education as "they gain a +1 racial bonus on all skill checks for each Knowledge skill that they gain as a class skill from their class levels" which would make it a +10 bonus instead of a +1 bonus. This doesn't make sense, as no racial ability would ever give you 100 free skill points. It's only a +1 to each skill.

* * *

Relevant FAQ, since that racial is so poorly worded.


thunderbeard wrote:
Rodrick Vandal wrote:
thunderbeard wrote:
@Rodrick, how are you getting +14 to all knowledges? Your human ability gives you +1, Occult Knowledge is +1. Reaper of Secrets trades away Monster Lore. So currently you've got 80 skill points invested in knowledges...

Because I think it's a stupid FAQ so I stick with comprehend education gives +1/class skill. I'm sure the GM will veto it but let me have my pipe dream for now, dammit. Also Improvisation.

Grumbaki wrote:
Comprehensive Education, human racial. It gives +1 on skill checks for all skills from class levels (and his class gives all knowledge skills as class skills). Then he has improvisation which lets him make the checks untrained and gives +2. Finally add in +1 for occultist and +1 from intelligence. Adds up to +14 each. It's a pretty sick combination.

Err, this doesn't add up at *all*. The human ability gives +1. Improvisation gives +2. +1 for Occult Knowledge and +1 from Intelligence, and you've got +5 to all knowledge.

I think you're reading Comprehensive Education as "they gain a +1 racial bonus on all skill checks for each Knowledge skill that they gain as a class skill from their class levels" which would make it a +10 bonus instead of a +1 bonus. This doesn't make sense, as no racial ability would ever give you 100 free skill points. It's only a +1 to each skill.

* * *

Yes, and it says "for each skill" rather than "to each skill". When ISR first came out there was a lot of discussion because the ability is written poorly. Up until Mark Seifter made a comment about it, there were three interpretations. Like I said - pipe dream. You will note that I've already changed it.

Quote:
Rodrick Vandal wrote:
Quote:
Hardness and Hit Points: Each +1 of a magic weapon's enhancement bonus adds +2 to its hardness and +10 to its hit points.
Best case scenario: hardness ignores the hit point damage + tons of hp per scroll from enhancement.
Hardness only reduces damage from specific sources, so it certainly wouldn't apply here (and would make all scroll weapons indestructible, destroying the point of them having HP).

The hell it does. Hardness applies whenever an item is damaged. The line is literally "When an object is damaged, subtract its hardness from the damage". Also not all scrollblades would be indestructible - 0 and 1st level scrolls would still be vulnerable. I think half the point of even considering a scrollmaster is figuring out how to get around hp.

Quote:
RAW, the +10 hit points from being a magic weapon also doesn't apply, because it's not actually a +X weapon (you just weird it as one)—but I can see the case for why that would make sense, and make the archetype more playable.

I absolutely agree Scrollmaster is hot garbage. Why paizo hates fun things is beyond me. I'll keep pushing for any allotments I can get to make it more playable. As far as I'm aware a fortifying stone is still perfectly viable. Even if for whatever reason it came out that a +1 shortsword isn't a +1 shortsword in this circumstance and that hardness is bypassed for some reason, a fortifying stone still gives a pool of 20 hp that can be repaired.


Bandw2 wrote:
Well I think I'm done with my alternative character, What do people think? It's definitely not very useful mid combat right now.

Looks fine to me, I'm curious to see where it's going. Support casters always make me happy.


So, Tenro: Are you playing the 'knight' or the 'horse'?

I like the character. Good support abilities, and useful in a fight.
After reading your character sheet, I'm suddenly very glad to have high will saves...


So far we have:

(1) Grum: Dwarf Monk/Fighter (Melee DPS with a shocking handshake)
(2) Zamriel: Human Symbiat/Incanter (Takes over your mind or kills you with his)
(3) Kosta: Human Warknight/Cavalier (Praise the sun! You'll never see the scimitar coming)
(4) Rodrick: Human Thaumaturge/Inquisitor (Murderer of knowledge)

Looks like a really interesting group so far. Though race wise I'm seeing a trend...


Rodrick Vandal wrote:
stuff

You make the good point that there is only one way to interpret Scrollmaster that makes it "fun." Seems a bit suspicious as a cheap way to get a +X weapon, but otherwise, good points.


Grumbaki wrote:

So far we have:

(1) Grum: Dwarf Monk/Fighter (Melee DPS with a shocking handshake)
(2) Zamriel: Human Symbiat/Incanter (Takes over your mind or kills you with his)
(3) Kosta: Human Warknight/Cavalier (Praise the sun! You'll never see the scimitar coming)
(4) Rodrick: Human Thaumaturge/Inquisitor (Murderer of knowledge)

Looks like a really interesting group so far. Though race wise I'm seeing a trend...

Sure, okay, why not, here's an alias. Zanton is not especially human. His main tactic involves bringing random objects around him to life, then drawing on their power to hurl other objects at people, all while becoming a big swirling ball of gravity and random objects that protect him and people around him. Still need to finish his story though. ("Katamari mage" if we're being glib)


Grumbaki wrote:

So, Tenro: Are you playing the 'knight' or the 'horse'?

I like the character. Good support abilities, and useful in a fight.
After reading your character sheet, I'm suddenly very glad to have high will saves...

Hah, I'll be the horse of course! Anyway, not a ton of damage for the most part, mostly 1d8+5 for slashing or stabbing with my telekinesis. The most i could do is make someone float up 130ft, which means they'd have to fail 13 will saves in a row. So far the Mind stuff is utility, suggestion and read mind, but later i'll grab some more direct things. I'll probably forego illusion until much later.


@thunderbeard: balanced out by the cap being +4 and having to give up enhancement to get enchantments or reach. At least I think so. Plus, the GM can still come out and say ritual scrolls aren't even allowed in the first place which would put me right back at square one.

@Grumbaki: humans r gud. Remember to take into account Jared Regaen and Bandw2 who are auto-include. I think that there's only 2-3 character slots available with that in mind.


If you plan on being martial-focused that extra feat is a godsend. It either gets your build online earlier or expands your utility; as someone who likes playing with weird martial builds I almost exclusively build Human. Even if I just plan on Power Attacking I'd still use it to pick up Dirty Fighting.


All very true points about humans. But...as a dwarf with 1 feat and 1 trait you get +5 to all saves vs spells and spell like effects. If you'll notice, my monk's saves vs spells are +10/10/12. Against enchantment spells (which I believe mostly do will saves) are +14.

Sure, I don't get power attack. But I think it is worth it for that alone.

---

Also if think that half orcs with fate's favored and sacred tattoos would be a close matchup against humans. +2 to all saves is nothing to laugh at. Worth a feat. They can even trade dark vision for human 'skilled' making it one free trait for +2 saves, weapon proficiency in falchions and +2 to either intimidate or diplomacy. That sounds like a heck of a feat to me.

Am I missing something? Most people seem to have humans as the default, but I just don't see it.


Of course most races have their advantages in one area or another. For example, I have a spellslinger/eldritch archer build that benefits the most from being an elf. The thing about humans is that they're never not good. There really isn't a situation where a bonus feat at level 1 isn't awesome and the floating +2 means they can pick up any class combination and perform. Also, and this is just a personal thing for me, they're the "assumed race" of most settings. They don't usually have to deal with any social stuff like a half-orc or a kobold and they can do anything and go anywhere without being too out of place.


A good answer and one that I'm more than willing to accept.


For me it is seeing and mood. I'm usually just not in the mood to play orcs or elves or dwarves. I usually don't play the small races without a good reason.


Pathfinder Lost Omens Subscriber
Tenro wrote:
For me it is seeing and mood. I'm usually just not in the mood to play orcs or elves or dwarves. I usually don't play the small races without a good reason.

Yeah, I agree, Generally I have to push myself to play a few races. Like I'm very unlikely to ever play an elf, though at the same time I don't like human's all that much/I almost feel a duty to play something not human since most people already do.

or any of the races from my little red goblin games racial guide booklet. ;-;


Bandw2 wrote:
Tenro wrote:
For me it is seeing and mood. I'm usually just not in the mood to play orcs or elves or dwarves. I usually don't play the small races without a good reason.

Yeah, I agree, Generally I have to push myself to play a few races. Like I'm very unlikely to ever play an elf, though at the same time I don't like human's all that much/I almost feel a duty to play something not human since most people already do.

or any of the races from my little red goblin games racial guide booklet. ;-;

I hear you on that. I tend to go towards Dwarves/Elves when I play. Also, to add your character to the list...

(1) Grum: Dwarf Monk/Fighter (Melee DPS with a shocking handshake)
(2) Zamriel: Human Symbiat/Incanter (Takes over your mind or kills you with his)
(3) Kosta: Human Warknight/Cavalier (Praise the sun! You'll never see the scimitar coming)
(4) Rodrick: Human Thaumaturge/Inquisitor (Murderer of knowledge)
(5) Nadia: Catfolk Hedgewitch/incanter (Can heal or curse you...while singing and dancing if the Catfolk is so inclined)

Seems like a pretty balanced party now that we have a healer involved. The only thing that I think we are missing is someone who can handle traps.


I'm really not that worried about traps. Like, at all. If people aren't on the same boat with that I can get trapfinding at 6 (or anyone can with a trait).


Rodrick Vandal wrote:
I'm really not that worried about traps. Like, at all. If people aren't on the same boat with that I can get trapfinding at 6 (or anyone can with a trait).

I've never seen a trap do anything too bad in PFS.

I've seen traps do horrible things when GMs don't have their hands tied.

I'm not saying we need one. But it is a weak link in our armor, so to speak.


I've got a +4 for disable device right now, just can't do anything with magic traps.


Pathfinder Lost Omens Subscriber

I'm going into counterspell(which in SoP allows you to dispel things as well) in a few levels, so i'd be able to handle magical traps provided we can notice them. :P


My own Perception is at +10 which I think is pretty good at level 3.


Aye, and mine is at +9.

You may want to pick up masterwork thieving tools, to get your disable device up to +6. That and a way to dispel magic should get us through alright.


No spare cash at creation. :/


Whew, what a weekend. Just got back guys. I had very limited access to the internet and it was only on my phone. I'm very behind on messages/posts. Working on catching up currently. I'll announce who'll be in the campaign hopefully before the end of tonight, then I'll use tomorrow as a day to get everything finalized.


I believe i picked up an any-tool, but that just prevents a penalty for no tools rather than giving you a masterwork +2. I could afford the set i think, but no RP reason to buy one as I dont really have the skill.


I have... well, I have a lot of health!


http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/trave ler-s-any-tool

Tenro: The any-tool does the following:

"The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls."

So it just doesn't give a masterwork bonus on attack rolls. It indeed gives you the +2 masterwork bonus on most craft and profession skills.

And Kosta: That was kind of my plan as well...


I have a negative perception modifier. When it comes to finding traps I am a glorified (pun intended) lamp-post.


Grumbaki wrote:

All very true points about humans. But...as a dwarf with 1 feat and 1 trait you get +5 to all saves vs spells and spell like effects. If you'll notice, my monk's saves vs spells are +10/10/12. Against enchantment spells (which I believe mostly do will saves) are +14.

Sure, I don't get power attack. But I think it is worth it for that alone.

You're missing the fact that spells are usually only about half of hostile effects—though it might be more in a magic-heavy game.

Also, Power Attack, at level 4, means +12 damage per round—that's about a +50% increase in your character's damage output. Since you're building for a pure DPS role, it's hard to come up with a more powerful feat than "multiply character effectiveness by 1.5x". (If you're not sure about your current feat choices, Belier's Bite is one of those "it's a trap" feats—bleed damage doesn't stack, meaning you're only dealing that +1d4 once per round, which is less damage than you'd achieve with something like Weapon Specialization)

---

Grumbaki wrote:
Am I missing something? Most people seem to have humans as the default, but I just don't see it.

The +1 skills/level is huge—worth at least one feat (though some of the alternate options are truly amazing, like the one where you get skill focus three times). And that +1 feat is a big deal also—most combat builds are incredibly starved at first level. (If you're picking the two classes with the most bonus feats, sure, it doesn't make a lot of sense—but Zanton could work wonders with Tactical Animation, or Combat Reflexes, or Shield Slam, or a dozen other feats I don't have room for yet. I picked gnome for flavor, but a human in the same build would be much more powerful.

Speaking of which...

Grumbaki wrote:

(1) Grum: Dwarf Monk/Fighter (Melee DPS with a shocking handshake)

(2) Zamriel: Human Symbiat/Incanter (Takes over your mind or kills you with his)
(3) Kosta: Human Warknight/Cavalier (Praise the sun! You'll never see the scimitar coming)
(4) Rodrick: Human Thaumaturge/Inquisitor (Murderer of knowledge)
(5) Nadia: Catfolk Hedgewitch/incanter (Can heal or curse you...while singing and dancing if the Catfolk is so inclined)

Add me to the list, bro! Zanton is a ranged defensive tank+offensive summoner, if you're cataloguing roles.


I'm a Gentleman, Scholar, and Field Medic in training.


For power attack though...doesn't the 50% only work with a two handed weapon? So with unarmed strikes it is only -1 to hit and +2 dmg. How is that better than 1d4 dmg?

(1) Grum: Dwarf Monk/Fighter (Melee DPS with a shocking handshake)
(2) Zamriel: Human Symbiat/Incanter (Takes over your mind or kills you with his)
(3) Kosta: Human Warknight/Cavalier (Praise the sun! You'll never see the scimitar coming)
(4) Rodrick: Human Thaumaturge/Inquisitor (Murderer of knowledge)
(5) Nadia: Catfolk Hedgewitch/incanter (Can heal or curse you...while singing and dancing if the Catfolk is so inclined)
(6) Zanton: Gnome Brawler/Incanter (A tank, a summoner...a singer and a painter)
(7) Jerard: A human something (Gentleman, scholar, field medic)


If you're getting into the nitty gritty of DPS stuff, you'd also have to count the damage lost by the penalty to hit.


I'm a half-elf, sorry for the late info haha


Yeah, the -1 to hit isn't nothing... but a monk makes most of their attacks at full BAB, which helps a lot. The extra +2 is over two attacks (if they both hit, that's +4 instead of +1d4)... but at level 4 it goes up to +4, and you get a third attack from ki, making it +12 per round.

And when I say "+50%" I mean that's about how much your damage output goes up by.

Not saying Power Attack needs to be a part of every build, just...there's a reason most people call it the "most powerful feat."


Pathfinder Lost Omens Subscriber
Grumbaki wrote:


(7) Jerard: A human something (Gentleman, scholar, field medic)

he's also bat s+~@ crazy, but you didn't hear that from me. 'w'

Grumbaki wrote:


For power attack though...doesn't the 50% only work with a two handed weapon? So with unarmed strikes it is only -1 to hit and +2 dmg. How is that better than 1d4 dmg?

if you give me both attack routines I can easily determine which is more effective.


Right now my monk has +8 to hit. This goes down to +6 when using flurry of blows.

Against a decent enemy fighter (let's say AC20), he needs a 12 to hit with 1 attack, which is a 45% chance to hit.

With flurry, it is a 14 to hit with 2 attacks. That's a 35% chance for each attack. So a 58% chance for at least one hit.

With power attack, the chance of hitting drops to 30% each. So a 51% chance of at least one hit.

At lvl3, it is best to use Beiler's Bite. It averages the same damage as power attack with the highest chance of scoring at least one hit.

At lvl4 I get a free fighter trait, and +1 to hit from leveling up. So then power attack makes more sense. As the to hit against AC20 stays the same (still a pretty decent AC to measure against), but the damage increases to +4.

So I think that I'll keep the d4 bleed at lvl3, and pick up power attack at 4. That, according to my admittedly amateur math, gives the best risk/reward ratio.

-----

Hmmm, now that I'm numbers crunching, can I get masterwork unarmed strikes?

http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/strik e-unarmed

It is not considered a natural attack. Instead it is considered to be a light weapon that costs nothing. I don't see anything in the rules against it...but there are plenty of things I don't know enough about in pathfinder.


Don't believe masterwork unarmed strikes have ever been a thing. However, amulets of mighty fists now cost the same as +X weapons, so that's a pretty easy investment once you get the mojo.


Pathfinder Lost Omens Subscriber

I need the actual to-hit and damage rolls for both attack routines plus the number of attacks. If you give me those I have a little program that can chart their average damage versus various ACs.


Bandw2 wrote:
I need the actual to-hit and damage rolls for both attack routines plus the number of attacks. If you give me those I have a little program that can chart their average damage versus various ACs.

Don't worry about it. Beiler's Bite is better at lvl 3, but power attack is better at lvl 4.

So I'll start with Beiler's Bite, and use the lvl4 fighter feat to pick up power attack.
Best of both worlds. :)

That said, what program is this? Could be useful to have for future number crunching.

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