Monster Mashup - Master Thread

Game Master CaveToad

Can you rescue your 'beloved' mentor from the forces of evil? Will you make your way in a world that may not trust you, understand you, or want you? Will you stay true to the path Goodwin set out for you, or revert back to your former life?


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Hseir-shae Sendorus wrote:

Gahh, that's fantastic.

I kinda feel disadvantaged by not knowing anything about Path of War.
Yeah, I know a lot of is it online, but taking the time to read everything is taxing.

And seeing everything that people are cranking out just makes me feel...bad for not knowing this stuff.

Hopefully, it won't be too much of an issue when we get to higher levels and things start coming online.

Same, until now. I spent a few minutes looking at one of the classes, and now I know that I can dip one level and get +1d6 fire damage to pretty much every arrow I will ever fire. It's a swift action to start, and last the rest of combat.

Also, with a different ability, for a swift action I can reduce my targets AC by CHA (amd I am a bard) when I use the precise shot feat. So 90% of combats.

I wasn't gonna powergame before, but with how brutal the first combat was, it looks like I'll need to. If we survive, that is.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Actually... wrong. It's 'worse' than that, Aury.

Quote:
Stances are initiated as a swift action. A stance remains in effect indefinitely and is never expended. The benefit of your chosen stance continues until you change to another stance you know as a swift action.

You enter it as a swift action, then never have to ready it again, unless you change stances. You are eternally in that stance. Nothing removes stances except you taking another stance.

Yeah.

Dark Archive

Male Human Library Associate

I've had this conversation before. If y'all want to continue to compare everything to the Fighter while playing Summoners, Wizards, Druids, etc, go nuts. Just realize it's hilariously hypocritical.


- INACTIVE - (GM abandoned game)

I'm not sure my Oracle/Paladin/Bloodrager can do as many things as those Path of War classes...

I don't think any of us mentioned Fighter.


Seranov wrote:
I've had this conversation before. If y'all want to continue to compare everything to the Fighter while playing Summoners, Wizards, Druids, etc, go nuts. Just realize it's hilariously hypocritical.

We're looking at Path of War stuff, not Fighter things.

But I think what you're saying is that we shouldn't be commenting on X martial thing being overpowered because we're full casters? Normally that might apply, but I think with all of the feats and great stats everyone has, martial users would already have no problem keeping up with casters in damage and usefulness. At least for the next like 10 levels anyway, a well built martial can already dish out like 40-80 damage in a full attack at level 1.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Seranov wrote:
I've had this conversation before. If y'all want to continue to compare everything to the Fighter while playing Summoners, Wizards, Druids, etc, go nuts. Just realize it's hilariously hypocritical.

True. With all the splatbooks out there, the Fighter is one of the most powerful base classes pre-Time Stop, with Summoners being the only decent casters actually able to match them in damage output. I would have picked something more broken to grumble about, though, like Brawlers or Unchained Monks.

My big problem with PoW is it creates a bunch of martial classes with very powerful abilites and feats, enough to stand alone and give every other class a run for their money. Then it makes them full, 9-level, memorized casters, meaning in a PoW game you HAVE to play a practiced caster or watch your character die quickly to enemies' power creep, ruining the fun for everyone who actually likes playing a martial character.

Tristalt's taken off quite a bit of the pressure, as have all the extra feats, but the fact that PoW keeps combines so many 2-3 feat packages into single feats (usually only available to PoW classes) continues to annoy me.


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,
Dalang Teniel wrote:
My big problem with PoW is it creates a bunch of martial classes with very powerful abilites and feats, enough to stand alone and give every other class a run for their money. Then it makes them full, 9-level, memorized casters, meaning in a PoW game you HAVE to play a practiced caster or watch your character die quickly to enemies' power creep, ruining the fun for everyone who actually likes playing a martial character.

This confounds me. It's a different kind of game and if someone doesn't like playing POW characters why would they participate in a POW game?

Dalang Teniel wrote:
Tristalt's taken off quite a bit of the pressure, as have all the extra feats, but the fact that PoW combines so many 2-3 feat packages into single feats (usually only available to PoW classes) continues to annoy me.

See above. As long as people aren't abusing things there shouldn't be a problem here. These feats allow character concepts at much earlier levels because of the reduced feat tax. Power curve may be altered but that's something that can be accounted for.


Oh yeah I'm not knocking anyone for taking PoW stuff if they're available, most of my comments are just comparing their power level if it were a normal game.
It's a free for all, and I'm probably going to take levels in PoW stuff after Twin Mind. Work towards that sweet 1d6+3d6+1d4 arrow damage before feats or enchantments. Again, hopefully table 4 will survive that long, hahaha


Male Lizardfolk Druid/Cleric/Bloodrager 2 (Saurian Shaman, Spelleater) AC 18 (ff 14, t 14); HP- 35/35; HP-(rage)- 41/41 F- +8, R- +4, W- +5; Init- +4, Perc- +9 Sense- +8; Aoo's- 5/5 ; channel- 5/5; growth- 7/7; travel- 7/7; fur- 7/7; bloodrage- 11/11; toxic- 6/6

I'm not getting upset at anyone for using POW, and I'm not comparing anything to anything. but this isn't a POW game.
Saying someone shouldn't play in a game using POW, one that still allows every Paizo product, is kind of silly.

That being said, I'm going to be reading everything I can find on Path of War, seeing if there's anything I can use.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Hmm. I'm trying to stay as close to core on this one as I can (excepting a small amount of required psionics for Twin Mind goodies), but to some extent it's because I recognize that Arcane Bloodriders and Dual-Cursed Oracles are two of the most over-powered things you can use (let alone gestalt) in PF.


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

They don't synergize all that well together thought. Your character seems like it has a very split focus, which leads to being less effective at either half. I am also sticking to core classes for now though. I did consider PoW, and I am taking Warlord levels as my cheese dip, but I believe Vivisectionist fit better on top of the "raging-eidolon-and-rider" chassis (gambits vs mutagen, sneak & extracts vs manouvers).

Also, you mentioned that martial characters should be as powerful as casters for this. I don't think that is true at all. Caster has much more flexibility and a wider variety of ways to deal with situations. Martial characters just have "hit it harder" as a solution. Sometimes that doesn't work... There aren't a lot in this game, but I belive that a character buildt to focus on casting by synergzing the three classes together (instead of letting them pull in separate directions) could easily compete with or outperform the martials.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Xanya Zellor wrote:

They don't synergize all that well together thought. Your character seems like it has a very split focus, which leads to being less effective at either half.

There aren't a lot in this game, but I belive that a character buildt to focus on casting by synergzing the three classes together (instead of letting them pull in separate directions) could easily compete with or outperform the martials.

That's... actually what I've been doing, though it doesn't come together until higher levels, making things trickier now. My character's combat focus is "maninpulate the action economy," and he's specifically designed to overcome the spells-per-turn limit.


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8
Dalang Teniel wrote:
Xanya Zellor wrote:

They don't synergize all that well together thought. Your character seems like it has a very split focus, which leads to being less effective at either half.

There aren't a lot in this game, but I belive that a character buildt to focus on casting by synergzing the three classes together (instead of letting them pull in separate directions) could easily compete with or outperform the martials.

That's... actually what I've been doing, though it doesn't come together until higher levels, making things trickier now. My character's combat focus is "maninpulate the action economy," and he's specifically designed to overcome the spells-per-turn limit.

Right, but you still have a nodachi and power attack. Though I suppose trading out your weapon would have hurt a lot more at this stage than it would have helped. Having misfortune already could have helped a bit, but what would have helped even more would have been to have spells that would have been able to take out multiple enemies in this situation. Sleep might have been able to take out two goats, though they might have been able to been woken up again and it does have a long casting time. It's not as easy to break action economy in PF as it is in 3.5, but I am looking forward to seeing you do it.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

AFAIK, sleep has only been able to take out one goat, and this was not a battle map for AoE spells. Having misfortune would have saved our team ~20-30 points of damage from critical hits... but the big problem was lack of armor and starting prone.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Well, despite a rocky start, Table 1 seems to have this fight finally in the bag. Most of the enemies are downed or wounded and Tavros probably just critted the big goat. Those that are still upright aren't in the greatest shape. With any luck, we should be done with the fight in a turn or three, mostly dependent on action economy and how lucky or unlucky the dice are.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Yeah we got... some really lucky crits.

And Mlinzi, we're two attacks away from winning this battle. Still, except for the guy with the vulture (and maybe the teleporting gargoyle), I don't think any table's in position to help the others.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Yeah, with difficult terrain all around and a quarter mile between each camp, it would take too long. Mlinzi could take to the trees and make much better time, of course, if a nearby camp seems to need help once we're finished up here.


Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]

I got beat down by goats. Being an archer with no room to move is no fun.


1 person marked this as a favorite.
Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Shit just goat serious.


Eleanor Sibyl wrote:
S@@+ just goat serious.

Banished to the shame cube for that pun.

Liberty's Edge

CG Striker/Hedgewitch(3) | HP: 52 | AC: 17 | Touch: 12 | FF: 13 | Saves: F: +7 | R: +7 | W: +7 | CMD: 25 | Init: 6 | Per: 10 | Speed: 60' | Tension: 6 | Pool: 8 | MSB: 3 | MSD: 14 | Conc: 8 |
Eleanor Sibyl wrote:
S~!% just goat serious.

No kidding.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8
Eleanor Sibyl wrote:
S!+! just goat serious.

Way to state the bleating obvious!


Sobbing


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20
Mlinzi Nwosu wrote:
Eleanor Sibyl wrote:
S!+! just goat serious.
Way to state the bleating obvious!

I can't billyeve you guys...


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Now I feel Baaaad.


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

indeeeeeeeed.

i mostly havent looked at PoW because it is so much to read. I thought i could walk into it with my knowledge of 3.5 ToB and that just didn't work. I made one character, who sucked really bad compared to core-ish PF characters, and gave up. haha

Eleanor Sibyl wrote:

404 not found.

Paizo censors the url because of the word. S-H-I-T

edited


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

404 not found.

Paizo censors the url because of the word. S-H-I-T


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14
Eleanor Sibyl wrote:

404 not found.

Paizo censors the url because of the word. S-H-I-T

edited the link to the same image hosted under a different url


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8
Eleanor Sibyl wrote:
S+%& just goat serious.


Table 4 has survived with no casualties!

And I got to throw sand at a goatling!


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Congrats! Our group finished sometime yesterday. We managed to stabilize all of them but the big goat. Something about Tavros headbutting him for forty damage made him unsalvageable.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

You mess with the bull, you get the horns!


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

The poor things never saw it coming. Invisibull Minotaur rogues are full of bullogna.


I'm starting to see why you were attacked by the goatlings, hahahaha


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Well, we certainly got their goat.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

An important note and clarification: Channeling Feats are available for those of us with Life's Channel ability, so we can pick up those feats once we rest. I doublechecked with the Toad of Caves. :)


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

Can we pick up the newer knowledges now, like local, geography and history?


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

I went with "things I might actually learn" and added nature, but not any of the others.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

I figure local, geography and history are things we could certainly learn from the goatmen if we spend some time with them with the right spells.

It's also entirely possible, given that it's been one day since we left home, we'd been studying many things before we were pulled away :P

I tend to do more organic leveling, but only have the opportunity for making less than 5 d20 rolls makes it hard to pick the things that specifically make sense :P


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

Can you use a spiked gauntlet along with a two handed weapon to threaten inside reach or do you actually need a free action to hold/not hold your weapon in both hands?


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

I'm pretty sure you need the free action.


Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]

Yeah, it's busy holding the reach weapon. Armor Spikes and other non-hand weapons (Sea Knife, Boot Blade, Barbazu Beard, etc.) don't have that problem, though.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

A cheese dip in Monk will of course also solve your problems. I suggest the Unchained variety, since it's slightly better at level 1.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Logically speaking: The spiked gauntlet should be fine. Anyone who has ever wielded a polearm knows that you can just as easily punch with an object in your hand as without. Your hand makes a very fist-like shape. The reason you need a spiked gauntlet to do this in pathfinder is because fists don't threaten without a feat.


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

Logically speaking, you should be able to threaten within your reach with a polearm, too, but Pathfinder is trying to keep things balanced, and one of the ways they think they can do that is by forcing reach fighters to have a vulnerable zone around them.


Male Duergar Huntsman 2 [ HP: 13/37 | AC: 19 T: 15 FF: 14 | F: +7 R: +5 W: +8 (+3 vs. spells and spell-like abilities) | Init: +10 Per: +10 | (I) 1st: 4/4 | (S) 1st: 6/6 | AB: 8/8, AM: 6/6; In: 1/1, Ir: 1/1 ]

I wouldn't know, as all my hafted weapon training was with a bo in my Tae Kwon Do classes when I was a youngin'. They don't actually teach you how to fight with one of those.

That said, Pathfinder is nothing if not illogical. Such is the downfall of a super crunch-heavy system.


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

So in short, there are ways to solve this, but I might want to look at a way to get a bit or something for the higher damage etc...


Male Vanara
Trackables:
Sorc Spells: L1: 8/8, L2 5/5; Rage 15/15; Stunning Fist 4/4; Heavenly Fire 9/9; Hero Points: 3
Barbarian (Invulnerable Rager) 4//Monk (Martial Artist) 4//Sorcerer (Empyreal Bloodline) 4//Rogue (Survivalist) 1
Stats:
HP 76/76, AC 23 (16 FF, 23 T), F +10, R +11, W +11, Init +8

You're a Barbarian... You could take Lesser Beast Totem at level 2 and you'll gain two claw attacks. Since the rules don't specify where those claws are growing from, you could say they're dangerous foot claws and then you'll threaten with 1d6 damage while you're raging.


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Nope, no claws on your feet

Paizo FAQ wrote:


Claws and Talons: If I gain claw attacks, can I put those claw attacks on my feet?

If you are a bipedal creature (roughly humanoid-shaped, with two arms and two legs), your claws must go on your hands; you can not assign them to any other limb or body part.

If you are a quadruped (or have more than four legs), you can have claws on your feet. If you have claws on all of your feet, normally you can't use all of those claw attacks on your turn unless you have a special ability such as pounce or rake.

Talons are much like claws, but go on a creature's feet, usually a bipedal creature (especially a flying bipedal creature such as a giant eagle or harpy). An ability that grants you claw attacks cannot be used as if they were talon attacks (in other words, you can't "re-skin" the ability's game mechanics so you can use it on a different limb).

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