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?


1,501 to 1,550 of 2,219 << first < prev | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | next > last >>

The few people that have used it so far just note that along with their attack on their initiative they will apply the parry and riposte, and toss a few extra rolls in. I can also make these rolls, the same for AoOs. I have been letting people roll them but in the interest of speed in the future I may roll them, although sometimes people chose to not use them for whatever reason, so it can be tricky.

If you multiclass raging wilder and barbarian in the same column they stack otherwise they are their own separate advancement and don't impact each other.

A lance is a two handed weapon for a person of the same size as the lance. This is its category, thus is it not a light or one handed weapon. Because you can use it one handed on a mount doesn't change its category, it is just a special situational exemption. I will ponder it though and see if there are any discussions about it online.


Dalang Teniel wrote:
Swashbuckler Finesse should work with a weapon wielded in two hands; most, if not all, of the swashbuckler's other abilities don't.

Opportune Parry and Riposte doesn't have any special weapon restrictions I believe. If I can't regain panache with my lance I'll probably just pick inspired blade for the extra +5 panache (since both swashbuckler weapon training and rapier weapon training will be useless).


Yep you can parry and riposte with any weapon you want. You just cant' regain panache with it.


Damn, I just thought of a cool build using Ki Throw with Seize the Opportunity and Cleave and plenty of reach (Monk/Warlord/Bloodrager maybe?). You can dance around (with cleave through) the battlefield (or just spin) and get to toss all the enemies in a pile while hammering them repeatedly. It works as follow: You start by tripping one enemy (preferably by using sweeping gambit or some maneuver granting extra attack), Ki throw lets you throw this enemy next to another one (that is still standing), you get one or more AoOs (from Sweeping Gambit, Vicious Stomp and Greater Trip), which you can replace with Cleave (and Greater Cleave once you get that) due to Seize the opportunity. This then lets you hit the target that is down and cleave onto the guy standing next to the fallen enemy, but replacing the attack with a trip. Of course if you are successful on tripping the second enemy you then get to throw it next to another enemy and repeat the cycle. As long as you keep hitting and there are enemies left standing, you can keep going (of course you'll eventually miss or run out of enemies). Using a natural attack with the trip quality ups the damage significantly. I know beastmorph can get it, but surely there are other ways as well. Hopefully you've been able to great cleave across the fallen enemies several times by that time. Of course I'm more than happy enough with Xanya, but if anyone else wants to build on this idea I'll be happy to help.


Thinking way too small, Xanya. Slap that on an unchained monk with flying kick, grab jabbing dancer, and you can move every time you hit someone.

Of course, it's a lot more cool than *useful*, but it does let you shred through an infinite line of enemies until you roll a bunch of 1's.


Cleave Through already lets you move, but yes Jabbing Dancer probably helps, it'll let you move more than once per great cleave. I don't see how this is not good though... Since you get a really high number of attacks against everyone (as long as you have enough people to hit) you'll do decent damage not just against low damage enemies.

Let's say there are 4 enemies. You start sweeping gambit and hit the first enemy with your natural attack which gives you a free trip and throws him next to another one. This triggers 3 AoO's which you all turn into great cleaves. You then hit the second guy and trip him and throws him next to the third guy. This trigger two more AoOs. You then continue your first great cleave onto the third guy and throws him next the fourth guy, triggering 2 more AoOs, then you round off your first AoO by hitting then tripping the last guy, triggering the final 2 AoOs. You then continue to resolve the next 6 AoOs, each of them as Greater Cleave probably hitting all the enemies several times. By the end of this you've potentially attacked each of them up to 7 times each(the number going up by 2 for each additional enemy). Even if you miss, you can still continue with the other great cleaves. I wonder if the -2 AC stack. 7 cleaves would be -14 AC unless you pick up the feat that negates that I suppose. You might need the dwarf cleave feats in order to actually be able to have all your cleaves hit all your enemies though. Perfect Strike should solve the problem of rolling 1's.

What is flying kick?


Because cleave through only gives you a single extra attack. You want Cleaving Finish, and you need Jabbing Dancer if you want to attack any enemies that are more than one move distance away at the start of combat.

The build you're describing is designed to fight five enemies at the same time; I'm talking about how to expand it to 50 or so.


Great Cleave has no limit on the number of enemies you can hit. My idea just included a start, not a full build, you get a LOT more before you are done. I see no reason why these things can't be combined. Cleaving Finish would probably be included, but I'm assuming the enemies have boatloads of HP, so it won't come into play before you've pummeled them all.


Sure... but if you're saying what I think you're saying, then, there's a build we've discussed in group 1 that does all that and more without moving. Basically, if you use Pushing Assault and a 5' step (or Shield Slam, or just a regular move), you can get all of your enemies, prone, in a pile 15' from you, such that when they stand up and move you get an AoO on them as they approach you again.


Xanya Zellor wrote:
...It works as follow: You start by tripping one enemy (preferably by using sweeping gambit or some maneuver granting extra attack), Ki throw lets you throw this enemy next to another one (that is still standing), you get one or more AoOs (from Sweeping Gambit, Vicious Stomp and Greater Trip), which you can replace with Cleave (and Greater Cleave once you get that) due to Seize the opportunity. ...

Are you mixing this up with another feat? Seize the moment requires a separate ally to confirm a crit and grant it to you. You didn't mention allies or auto confirming criticals.

Unless this is some unfortunately named path of war thing


Seize the opportunity (not moment) is from path of war expanded yes.


Open Recruitment:

I will open this back up for 3-4 new players. We have 3 current open spots, and attrition being what it is, places may open soon.

I 'may' also allow these spots to be filled by current players, if we don't have enough recruits. Spots to be filled are at table 7, and a spot temporarily at table 4. Additional would be waiting or potential floaters.

All pertinent recruit info is in the first 3-4 posts on this recruitment thread. Experienced, frequent posters are optimal.

Also be sure to check the campaign tab of the master thread (this) for errata, clarifications, and additional info.

I try to use the latest pathfinder info including all official errata and some unofficial posts by Paizo staff.

I will mention that the new characters will start at level 3.


Still interested. Likely the same character I proposed before, whip master Hobgoblin.


Huh. I like this game enough that it could be fun to join another table. And I've got several character ideas quiiiiite different from my current one. So if there's spots that need to be filled, consider me potentially interested.


However, I also have this Shaman/Ranger/Barbarian I'm kinda dyin to play, but not sure if he would fit into this game.


I have an alchemist/wizard/gunslinger from another campaign (single level tristalt, open and shut), who could be fun to try playing again.

Otherwise, I could try my original idea of a plant-shaping ghoran monk (maybe branching third as fighter now that WMH made fighters cool again). Nobody ever went with the ghoran idea, but I'm typically a big fan of ghorans, just wanted to play a wayang more because I haven't done that before.

Just for fun:
5d6 ⇒ (4, 1, 2, 3, 1) = 11 9
5d6 ⇒ (6, 3, 3, 4, 2) = 18 13
5d6 ⇒ (2, 3, 6, 6, 4) = 21 16
5d6 ⇒ (4, 5, 5, 3, 6) = 23 16
5d6 ⇒ (1, 4, 3, 6, 1) = 15 13
5d6 ⇒ (3, 4, 1, 2, 4) = 14 11
5d6 ⇒ (3, 5, 6, 4, 5) = 23 16

Well, that's sure something. Much higher than last time...

Shadow Lodge

also still interested, though I'd need to refresh myself of the rules
maybe a kitsune Swashbuckler/Mesmerist/Dread (third class could alternatively be bard or ninja)
5d6 ⇒ (4, 5, 2, 6, 5) = 22 17
5d6 ⇒ (2, 3, 6, 6, 1) = 18 15
5d6 ⇒ (3, 3, 2, 1, 3) = 12 8
5d6 ⇒ (1, 6, 3, 6, 4) = 20 16
5d6 ⇒ (1, 6, 6, 1, 4) = 18 16
5d6 ⇒ (6, 1, 2, 1, 1) = 11 9
5d6 ⇒ (2, 2, 3, 1, 2) = 10 7
so 17 16 16 15 9 8
there are worse rolls...
str 9
dex 16
con 15
int 16
wis 8
charisma 17
huh... that's a fair aproximation for my RL stats.... (but remove two from dex, and add one to str)


@People
Don't forget you get 10 pts to put where ever, up to 18 before racial bonuses.

Shadow Lodge

oh right, forgot

so

str 10
dex 18
con 16
int 17
wis 13
cha 18
damn that's good.


Yeah, yeah. I'll wait and see how if everything gets filled with existing players first, but I've got plannnns.


Just dotting for now.


@Monkeygod: Is there a crunch somewhere for this character you proposed?

@Lord Foul: Dread (nor any Psi class) isn't available until the Twin Mind aspect is achieved in campaign.

@Thunderbeard: Ok, will see what happens for new recruits.

Shadow Lodge

Right right, doesn't fit what I have in mind right now anyway
Looking like ninja... Or maybe go for some
Full casting with oracle... Oh or psychic sorcerer
Hmm psychic... Maybe cross blooded with some kind of fey.... Oh or stacked with VMC and/or eldritch heritage.
That or investigator what with that 18 int, I could still add some fey goodies with eldritch heritage and/or VMC, but it synergies better with action economy and it's a class I've been meaning to try out.

Either way it'd sill mostly play as a swashbuckler, as the powerful people he was raised with/by has skewed him rather hard as to what counts as a "powerful spellcaster" :P


Yep, okay, this is too much fun. Started building the character anyway, forgot that I need to sleep so doing that now, but I've been enjoying combining a bunch of plant classes to make a plant made out of plants. (Currently Treesinger/Phytokineticist/Umonk)


Keeping an eye open, as always, but giving the chance to the people without characters first :)


Keep in mind that two characters will go to table 7. So be sure to check out that table. It helps a lot of your characters will mesh well with that is already there and don't overlap in either role or concept/theme. The current trio works very well as a team so far having lost 2 people.

Table 7:

Goggh----------------Ogre-------Monk/Magus/Paladin
Vamik Sheeves--------Ratfolk----Wizard/Alchemist/Ninja
Quercus Robar--------Ghoran------Monk/Warpriest/Arcanist

One other person will help fill in at table 4 while one player is away for health issues of indeterminate length. Aury'tss will also be re-rolling as a different character by my express permission.

Table 4:

Grubgullet---------------Ogre----------Brawler/Kineticist/Oracle
Slyveccysxtivastustass---Lizard Man----Sorcerer/Witch/UCMonk (hiatus)
(open spot)
Shaeyl-------------------Wayang--------Wizard/UCRogue/Stalker
Aury'tss-----------------Kobold--------Bard/Wizard/Swashbuckler
Goivan-------------------Gargoyle------Paladin/Bloodrager/UCRogue


Also, Alignments and Themes (If you want to worry about those):

Table 7:
Goggh: Lawful Good, Balance
Vamik: Chaotic Neutral, Experimentation
Quercus: Lawful Good, Plants

Table 4:
Grubgullet: Neutral, Dumb and Hungry
Sly: Lawful Good, Dragons
Shaeyl: Neutral, Retributive Spy
Aury'tss: Chaotic Good, Diplomat, Singer, Reluctant Warrior
Goivan: Lawful Good, Righteous Vengeance

Shadow Lodge

Oh right poo
Still lvl 1?


Lord Foul II wrote:

Oh right poo

Still lvl 1?

level 3


Cave, I had a somewhat completed profile, which I'm pretty sure I accidentally deleted...

Classes are Fighter(weapon master)/Monk(Weapon Adept)/Magus(Kensai).

I believe you said I could use either a scorpion whip or a nine section whip instead of a normal one.


CT: Goggh is Monk/Paladin/Bloodrager ;)


Well that was a ton to read but I think I understand all of it and unless I missed anything limiting the amount of full caster classes this character is going to be crazy magic focused. When twin mind comes around even more so with a psionic class or 3. No idea what I want to cheese dip though.

5d6 - 7 ⇒ (5, 6, 4, 3, 5) - 7 = 16
5d6 - 3 ⇒ (1, 3, 3, 2, 6) - 3 = 12
5d6 - 4 ⇒ (5, 2, 3, 2, 2) - 4 = 10
5d6 - 4 ⇒ (3, 5, 5, 2, 2) - 4 = 13
5d6 - 3 ⇒ (1, 3, 2, 2, 5) - 3 = 10
5d6 - 4 ⇒ (1, 3, 5, 3, 6) - 4 = 14
5d6 - 5 ⇒ (2, 3, 6, 6, 4) - 5 = 16

16,16,14,13,12,10

Changeling(8RP), Advanced Intelligence(4RP), Advanced Dexterity(4RP) Flexible Bonus Featx2(8RP), Darkvision 120 Feet(1RP), Low-Light Vision(1 RP), Improved Natural Armor +3(6RP), Carrion Sense(1RP)

Changeling(night hag) Witch(Dreamweaver)/Druid(Storm Druid)/Oracle

rolls+bonus+race+level
str 10+0+0+0=10
dex 13+2+2+1=18
con 12+0-2+0=10
int 14+4+2+0=20
wis 16+2+2+0=20
cha 16+2+2+0=20

Oracle Mystery = Dark Tapestry
Oracle Curse = Tongues
Druid Domain = Storm Subdomain
Witch Patron = Trickery

Alignment = True Neutral
Theme = Naturally Unnatural


@highonholywater
Your natural armor cost is incorrect.

Natural Armor +2 2 RP
Improved Natural Armor +1 1 RP
Improved Natural Armor +1 2 RP

Thus 5 RP gets you +4 to natural armor.

You also can't take flexible bonus feat 2x, you can take a static bonus feat with a flexible bonus feat, which would cost 6 RP.

Thus you have 3 more RP to spend.


Was that posted somewhere by Cavetoad? Because everything you said contradicts the first few posts. And there is really no difference between static and flexible here when I'm just going to choose whatever suits me anyway.


The cost of Natural armor 1 is already built into your Race. The first Improved, Second Improved, and Third Improved cost 1, 2, and 3 RP respectively. So I believe you did that right (To a total of 4 Natural Armor for a total of 6 RP)

You are also correct that you cannot buy 'Static' Bonus feats, but may instead buy up to two Flexible Bonus Feats, as it's not in the 'Big List'

So, yup, you seem to have done all of that right.


CaveToad wrote:

Aury'tss will also be re-rolling as a different character by my express permission.

Table 4:

Grubgullet---------------Ogre----------Brawler/Kineticist/Oracle
Slyveccysxtivastustass---Lizard Man----Sorcerer/Witch/UCMonk (hiatus)
(open spot)
Shaeyl-------------------Wayang--------Wizard/UCRogue/Stalker
Aury'tss-----------------Kobold--------Bard/Wizard/Swashbuckler
Goivan-------------------Gargoyle------Paladin/Bloodrager/UCRogue

Replacemen t character is most likely going to be Minotaur Invulnerable Rager Barbarian/Life Oracle/Warder, and focused on protecting others theme-wise.

Hope it helps.


Interested in applying, Path of War Expanded just came out to boot!


Yeah! Nice Katana feats and of course others :-)


If I see some completed crunches I can start reviewing. Take a look at a few characters playing to see how they have things arranged. The triple gestalt and cheese-dips require a little extra organization to keep things straight. From what I can tell many players use some stock templates or just copy from each other and tweak it slightly for their own tastes.


I based that on:

"Unless stated otherwise, all racial traits are extraordinary abilities, and each racial trait can only be taken once."

Which comes from the ARG. I don't recall seeing that CaveToad had stated that rule could be ignored.

I do stand corrected on the natural armor.


Also, even though you will be 3rd level, you will only start with your signature item and some very basic gear. Most groups so far haven't too much chance to cash in on what little loot they have acquired, any many are not near WBL couunts ( this will change.... ).

In terms of storyline its been about 2 weeks give or take (less for tables 4 and 7) into the storyline so some things have taken place since the intro story. It may help to familiarize yourselves with some of the events. I will probably do a very mini recap. Suffice to say all new characters come from the camp of NPCs in Cliffort that came through with the exodus.


@Shaeyl: From choices for RP purposes spoiler on the second post:
Flexible Bonus Feat (4 RP)
Prerequisites: None.
Benefit: Members of this race select one extra feat at 1st level.
Note: Can select a maximum of two times.

The list doesn't include static bonus feat as an option, and that's the only list we draw from (unless a race says otherwise). It's basically the thing that let you take Advanced Wisdom, when your race normally would not qualify per the ARG's rules. Lots of weird rule upsets! :)


Rolling:

5d6 ⇒ (5, 5, 6, 6, 5) = 27 17
5d6 ⇒ (4, 2, 2, 5, 3) = 16 12
5d6 ⇒ (2, 2, 6, 1, 4) = 15 12
5d6 ⇒ (2, 1, 2, 5, 6) = 16 13
5d6 ⇒ (3, 1, 4, 4, 5) = 17 13
5d6 ⇒ (5, 6, 3, 1, 1) = 16 14
5d6 ⇒ (2, 6, 1, 3, 2) = 14 dropped

For our signature item, can we use the new custom weapon creation rules from Weapon Master's Handbook? I want to build a pile bunker.


Found my stat post Cave:

5d6 ⇒ (4, 6, 2, 5, 6) = 23
5d6 ⇒ (4, 1, 5, 6, 2) = 18
5d6 ⇒ (3, 2, 3, 2, 2) = 12
5d6 ⇒ (2, 4, 5, 4, 2) = 17
5d6 ⇒ (1, 5, 1, 3, 3) = 13
5d6 ⇒ (2, 4, 1, 3, 2) = 12
5d6 ⇒ (5, 3, 5, 4, 2) = 19

So
17,15,8,13,11,9,14

Alright that's 89 with the +10 added in.

Int: 18(20)
Wis: 18(20)
Dex: 16(18)
Con: 14(16)
Str: 12(14)
Cha: 12

Going Hobgoblin, purchasing Advanced Int(+4), Advanced Wis(+4), Advanced Str(+4), Natural Armor(+2), Improved Natural Armor(+1), Flexible Bonus Feat(+4), Pit Boss(+1), Darkvision 120'(+1).

That should be the 30 RP.

Classes: Monk(Weapon Adept), Magus(Kensai), Fighter(Weapon Master).

Weapon of choice: Nine-section whip.

Can I assume that any traits/feats that apply to the whip, also apply to the nine section version??

You said the Nine-section whip could not benefit from the whip traits/feats, but then I asked this and never got a response:

I actually did watch a video on it :)

Would not certain parts of the Whip chain of feats still apply though? For example, while the parts of Whip Master that pertain to damage would obviously not have any affect on a nine-tailed whip, why would I not benefit from the part about no longer provoking attacks of opportunity with one? Same with grasping objects from Improved Whip Mastery.

I mean, I would be giving up three feats to only gain partial benefits from my weapon. I would think that would be a decent trade off.

I get Weapon Focus in a weapon of my choice for free via the fist level of Kensai, so that pre-req is covered.

If not, I'll just go scorpion whip instead, which should benefit from all the whip based stuff.

Edit: If I'm allowed more than one archetype, I will probably take maneuver master as well for the Monk as that does not overlap with anything weapon adept gives up.


Are you referring to a nine-tailed whip (cat of nine tails) or a nine section whip? The two are incredibly different, the latter being more like a handle and nine metal rods chained together with a spike attached to the end. A nine section whip simply couldn't be 'prehensile' enough without magic to do a lot of things. I suppose there are a few things you could pick up with enough links between the rods, but it's the difference in picking something up with a 'rope' and 'chains with inflexible bits in between'.

A Nine section whip actually does not provoke attacks of opportunity in melee, and is basically (statistically, at least) a really interesting long sword with a few added benefits (like Monk, Blocking). Unlike a normal whip, it does not have Disarming.

A Cat of Nine Tails is a much shorter, non-exotic whip. It can't be used at long ranges, and has no stipulations about provoking attacks of opportunity for using it. It also does not have the Tripping tag.


If we were to submit a second character, should we roll for the second or use the same rolls of the first and just arrange them differently?


OK this looks REALLY interesting.
Let's see what I can come up with...

5d6 ⇒ (5, 4, 2, 4, 6) = 21->15
5d6 ⇒ (5, 4, 3, 2, 4) = 18->13
5d6 ⇒ (6, 2, 3, 4, 3) = 18->13
5d6 ⇒ (6, 1, 6, 4, 2) = 19->16
5d6 ⇒ (4, 5, 1, 2, 4) = 16->13
5d6 ⇒ (2, 4, 4, 2, 1) = 13->10
5d6 ⇒ (5, 2, 1, 1, 4) = 13->12

so 15-13-13-16-13-12, and 10 bonus points = 92 points to work with.


This looks like a lot of fun to create a character for, but alas, I can't come up with any character concept better than "Normal character.... With exotic race and bigger numbers!"


Monkeygod wrote:


Weapon of choice: Nine-section whip.

Can I assume that any traits/feats that apply to the whip, also apply to the nine section version??

You said the Nine-section whip could not benefit from the whip traits/feats, but then I asked this and never got a response:

Edit: If I'm allowed more than one archetype, I will probably take maneuver master as well for the Monk as that does not overlap with anything weapon adept gives up.

Nine section whip, despite it's name is not a 'whip' per the rules and would not qualify for any of the whip line of feats.

You can take more than one archetype as long as they don't both replace or modify the same class ability.

1,501 to 1,550 of 2,219 << first < prev | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | next > last >>
Community / Forums / Online Campaigns / Recruitment / CaveToad's Monster Mashup - Home Brew (Gestalt, Monster races, Bonus Goodies) All Messageboards

Want to post a reply? Sign in.