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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Cornugon Smash requires one to look forward to abilities that'll allow one to bypass immunity to mind-affecting. Antipaladin, Dread, and Mesmerist come to mind.

On the subject of Agile Maneuvers: I've always wondered about the line of using maneuvers with finesse. A weapon is limited to certain maneuvers that it can perform and can apply finesse to those maneuvers along with whatever modifiers. It follows that because Unarmed Strike is a finessable weapon and, presumably, one can make all types of maneuvers Unarmed, then one can apply finesse to all maneuvers made unarmed without needing Agile Maneuvers.

I'm mostly sword-beams and melee so I don't think I'd fit in at table 5 very well, though I'm not against the idea if that's the only option (I have Golden Lion after all).

Ki Diversity is also something to look into, particularly Bone Crusher.


Table 5? At table 2 we have 3 people with golden lion already.


I confused table and level.

Flipping through my recycled aliases I don't see a lot of buff characters I've made, thought that doesn't stop me from trying to whip something up. Have you guys gotten to the Twin Minds event?


Nope, at this point it feels incredibly distant. Our Illithid keeps asking everyone we meet for directions though.


I can do uhh...Zealot/Wizard/something else? We'll see if Cave Toad likes my other submission at all.


He hasn't refused anyone else entry, so don't feel like you have to whip up a character for our sake...


Johnnycat93 wrote:
Cornugon Smash requires one to look forward to abilities that'll allow one to bypass immunity to mind-affecting. Antipaladin, Dread, and Mesmerist come to mind.

Considering how many enemies aren't immune, it's not a huge issue. The real gem is signature skill: intimidate or just the fact that shaken enemies take save penalties.

Johnnycat93 wrote:
On the subject of Agile Maneuvers: I've always wondered about the line of using maneuvers with finesse. A weapon is limited to certain maneuvers that it can perform and can apply finesse to those maneuvers along with whatever modifiers. It follows that because Unarmed Strike is a finessable weapon and, presumably, one can make all types of maneuvers Unarmed, then one can apply finesse to all maneuvers made unarmed without needing Agile Maneuvers.

No, RAW on this is quite clear. Finesse can be used with disarm, trip, sunder, and (maybe?) reposition. The other maneuvers don't use any weapon.


If he doesn't think my character fits in well, I wouldn't mind playing something else and pocketing that concept for some other time. Everyone seems fun to play with so I don't mind where I end up.


I wouldn't say our table is more combat focused we just push through the RP. We spent a month of Real time at the dwarf fort before heading back into the wild to take out another scout team. We need at least a once a day poster if not more. It is not unusual for myself, Xanya and CaveTroll to post 3-5 times a day during the work week.


My favorite part so far was the meeting with the fey. That involved no combat.

In the end activity is more important to me than fitting in with the team. Though we'll probably get along fine without another person, we are still 4 members. It might be better to wait for someone that really fits rather than trying to force someone into the group.


If my merfolk doesn't work out, my second choice was a Spiderling focused on control. I'll keep an eye on the spot ..


We already have a spiderling :D. But again, I see no reason why you won't make it in... Making all the enemies frightened is a sort of control too... Though I guess you are more focused on single target fear rather than stuff like dazzling display etc.


Xanya Zellor wrote:
We already have a spiderling :D. But again, I see no reason why you won't make it in... Making all the enemies frightened is a sort of control too... Though I guess you are more focused on single target fear rather than stuff like dazzling display etc.

Ah, didn't realize you had one; I'd mostly only read the Table 7 thread so far.

You're right that Crest doesn't have Dazzling Display, but that's because I went the Nightmare Weaver route, which let's me qualify for Shattered Defenses etc., but also let's my casting of "Darkness" effectively use Dazzling Display to proc Intimidate vs everyone in the area. With Rogue's Edge (Intimidate) and the right other feats, I'll end up with a pretty decent amount of fear. Could work out!


My goodness this sounds so fun. Also insane. If it's still open for submission for a few more days, I need to work up a Wyvaran Paladin (of Apsu, naturally)/Ranger/Bloodrager(Draconic blodline, of course). Then I shall smite my favored enemies in a bloodrage! Muahahahaha!


Recruitment is not closed, but the sooner you make a character the greater your chance of getting in...

Of course here I go wishing for someone with less than 2/3 martial classes and another 3/3 shows up :p. But by all means, make whatever you feel like.

About nightmare weaver vs dazzling display, there are a bunch of feats/mythic abilities that build of dazzling display to do it as standard/move/swift/immediate/free action. I'm not aware of such options for nightmare weaver.


Xanya Zellor wrote:

Recruitment is not closed, but the sooner you make a character the greater your chance of getting in...

Of course here I go wishing for someone with less than 2/3 martial classes and another 3/3 shows up :p. But by all means, make whatever you feel like.

About nightmare weaver vs dazzling display, there are a bunch of feats/mythic abilities that build of dazzling display to do it as standard/move/swift/immediate/free action. I'm not aware of such options for nightmare weaver.

I think the best you can do for Nightmare Weaver is get it down to a Standard instead of a full round using Combat Stamina. The Darkness boosts the Intimidate though, and sufficiently beating DCs gives you (Skill Unlocked Rogues anyway) better fear conditions, and eventually lets you force them to cower. Hello, Cockatrice Strike/Dastardly Finish, eventually. And if the fear doesn't work, there's always Stunning Fist.

Short/Near term, it's really just Darkness -> Intimidate -> Sneak Attack the heck out of them with Sap Master.
Other Spells to taste.


My eidolon will be moving down the Eternal Guardian path (better afraid than hurt or dead!). Eternal Guardian's fifth level stance may be of interest to you. The first two stances are amazing as well (and either is totally worth a pair of feats). :)


Makoto 'Maks' Kasumi wrote:
My eidolon will be moving down the Eternal Guardian path (better afraid than hurt or dead!). Eternal Guardian's fifth level stance may be of interest to you. The first two stances are amazing as well (and either is totally worth a pair of feats). :)

Oh, nice. The only stance I'd really considered up until now was Body of the Night for +4 vs flat-footed opponents, and I haven't read PoWE at all yet. I was planning on dipping stalker at level 4 and grabbing an anti-fear-immunity from some Dread levels once psionics are opened up. And I may have planned all my feats out already, not sure if I have any room left. It seemed like soooo many, and then the slots just kept filling up!


Yeah, we could always need more feats. Some classes offer extra and you could take them through cheesedips or twin mind.

I'm surprised to see you not pick up the thug archtype for your rogue side, that would let you frighten opponents without giving a save like Skill Unlocks would (you can chose to use it after you see if they save I believe). You can still pick up archtypes for unchained rogue.


Xanya Zellor wrote:

Yeah, we could always need more feats. Some classes offer extra and you could take them through cheesedips or twin mind.

I'm surprised to see you not pick up the thug archtype for your rogue side, that would let you frighten opponents without giving a save like Skill Unlocks would (you can chose to use it after you see if they save I believe). You can still pick up archtypes for unchained rogue.

Yeah, I went REALLY back and forth on it, but figured I'd wait and see if the table I ended up at needed trapfinding or not.


Alright Xanya, I got a buffer/debuffer/support for you.

Zealot (Void Prophet)
Wizard (Exploiter)
Cleric (Evangelist/Devout Pilgrim) with the Luck Domain

Cheese Dip into Cavalier (Standard Bearer/Strategist) with Order of the Dragon.


Zealot, unfortunately, is a psionic class.


Johnnycat93 wrote:

Alright Xanya, I got a buffer/debuffer/support for you.

Zealot (Void Prophet)
Wizard (Exploiter)
Cleric (Evangelist/Devout Pilgrim) with the Luck Domain

Cheese Dip into Cavalier (Standard Bearer/Strategist) with Order of the Dragon.

While I would really like to have such a character in the party, I don't think Zealot is allowed off the bat as it is a psionic class. Are you going to submit two characters?


No it isn't. At least, it's about as psionic as the Occult classes. Are we allowed to use the Occult content before Twin Minds?


It got power points. It's as psionic as Aegis which was denied a few pages back. I could be wrong of course. It kinda makes sense to allow it too, as it isn't using any psionic powers with it's points.

I'm pretty sure we are allowed Occult content. A few people have picked it without any problem.


Anything that takes a Sleeping Goddess maneuver ends up with Power Points.

Either way, hopefully CaveToad will weigh in. It appears I have a penchant of pushing the envelop in what's allowed. I can always swap to Mystic, but that reduces my debuffing ability.


CT will probably weigh in before long :). Warder (Dervish Defender) could be a decent swap imho, it won't be as good at debuffing, but it'll be tankier and offer more protection. Though I'm sure you have other classes in mind yourself. Void Prophet has a bit troublesome flavor as well. Then again, that's coming from the one playing a crazy sadistic murderhobo, though she's now a paladin of freedom...


Hrm. Kobold Sorc/Pally/Bard? That could work. I've never played a kobold past early levels.


Crest, The Wave Terror wrote:
Hrm. Kobold Sorc/Pally/Bard? That could work. I've never played a kobold past early levels.

Those classes might have been what I would have chosen if I had to make a character for our party. Knight Disciple as archtype for paladin perhaps? Though Oath of Vengeance combined with picking up 6 levels of Seninel (of Shelyn) from somewhere is attractive as well.


Goliath, War Scion of Ragathiel wrote:
I wouldn't say our table is more combat focused we just push through the RP. We spent a month of Real time at the dwarf fort before heading back into the wild to take out another scout team.

Not quite what I meant. Your characters themselves are focused on combat... at some of the other tables we've got a bit of focus on flavorful feats and choices (our table, for instance, has invested dozens of ranks into uncommon Craft and Perform modes).

Crest, The Wave Terror wrote:
You're right that Crest doesn't have Dazzling Display, but that's because I went the Nightmare Weaver route, which let's me qualify for Shattered Defenses etc., but also let's my casting of "Darkness" effectively use Dazzling Display to proc Intimidate vs everyone in the area. With Rogue's Edge (Intimidate) and the right other feats, I'll end up with a pretty decent amount of fear. Could work out!

This is a much better choice. Dazzling Display never gets faster than a swift action, which is a problem in this action economy (and very problematic at mythic), while Nightmare Weaver dumps tons of awesome effects that are worth your standard action. Consider getting Umbral Spell, though: an Umbral Arcane Mark is a Darkness field that follows you forever and never dissipates, so you can do it to people and watch them cry.

Xanya Zellor wrote:
I'm surprised to see you not pick up the thug archtype for your rogue side, that would let you frighten opponents without giving a save like Skill Unlocks would (you can chose to use it after you see if they save I believe). You can still pick up archtypes for unchained rogue.

Not as useful as it sounds. 1 round of Frightened is... not much. As the most intimidate-focused build across all boards (yes, I said that, but it's absolutely true—currently trucking a +22), the real gems are Skill Mastery (the saves get ABSURD if they're also shaken), Undead Bloodrager's Frightful Strikes, and mythic Mounted Maniac.

Johnnycat93 wrote:
Either way, hopefully CaveToad will weigh in. It appears I have a penchant of pushing the envelop in what's allowed. I can always swap to Mystic, but that reduces my debuffing ability.

He has, many times. You can't take a psionic class, period (if it's from DSP...).


@Teniel: Zealot is basically a more offensively oriented Vitalist, if you're familiar with the class. Its pretty cool.

Sleeping Goddess is also a psionic discipline. Complete with the built in skill being autohypnosis. To my knowledge no one has pursued that discipline for (presumably) that reason. It's a really cool discipline, to be certain, though. :)


Dalang Teniel wrote:


Not as useful as it sounds. 1 round of Frightened is... not much. As the most intimidate-focused build across all boards (yes, I said that, but it's absolutely true—currently trucking a +22), the real gems are Skill Mastery (the saves get ABSURD if they're also shaken), Undead Bloodrager's Frightful Strikes, and mythic Mounted Maniac....

Umbral Spell and Arcane mark is an awesome idea I hadn't thought of. Thanks! And you've got a level on me! I'll have a +22 with the Nightmare Weaver intimidate at 4th too :P

edit: Mythic Persuasive is scary too.


Eh, Mythic Persuasive is overkill. I also have a high-crit weapon to take advantage of Enforcer, but +22 is pretty good.

Come to think of it, not sure if giving my familiar psionic feats is kosher, but I'll worry about that in a level or two.


Dalang Teniel wrote:
...Come to think of it, not sure if giving my familiar psionic feats is kosher, but I'll worry about that in a level or two.

I think generally you need to have a power point reserve or psi-like abilities to take psionic feats?


Yeah... so I guess I'll just leave the FPP dangling.


From my initial rules for character creation:

I wrote:


"You cannot start with a psionic character or take levels in psionic classes, feats, traits, etc until this is introduced"

For clarity, this includes psionic related skills (autohypnosis) and maneuvers or other class/race abilities. It also includes effects created on your signature items or effects that mimic psionic items.


So you are still accepting characters?

Can I get a break down on the existing characters?


Yes.

We have 7 tables now so you might have to look that up on your own if you find that necessary.


I'm not sure about the other tables, but for table 2 (which is looking for one character), we have:
Xanya - Derro raging charger, mounted on an eidolon with plenty of buffs from summoner and vivisectionist, also channels energy
Goliath - Ogre flurrying with a bastard sword who has managed to parry every single one of the dozen attacks directed his way so far, also plenty of cleric buffs and heals
Kiki - Tiny spiderling who climbs or jumps onto enemies and back/neck/sneak stabs her enemies with her four swords, also a druid and a supersneak
Quassine - The illithid jack of all trades is able to do a little bit of everything, plenty of skills, sneak attacking flurry and currently our only full caster as an arcanist

We are I believe still the most active table, I hope that any new player we get will be able to commit to being active as well. Of course there are a couple other tables looking for new players as well. Information on which is a few pages back. Table 3 is no more, so there are currently 6 active tables.


On table 7 we're also fairly active, but our group is smaller. I'd say we're more "up close and personal", and somewhat we have a strange chemistry in our trio that makes things go well.

Quercus - a Ghoran caster, buffer, monk, full crazy melee defenses and great mobility.

Vamik - alchemist, sneaky Ratfolk rogue powers, great scouting and both ranged and melee capabilities, many sneaky sneak attacks.

Goggh - raging paladin/monk Ogre that grapples and crushes.

We certainly could use more heals, especially if they come with the condition removals and what not. Our melee side is more than covered, and ranged would certainly have some space. Crowd control would find utility too.


And then table 4 needs a single, supposedly temporary, person because one of our players is in an extended hospital stay.
Unfortunately not everyone in the table can/does post daily, so I wouldn't exactly build your character around joining us.
But if you do, you'll get to interact a lot with me *weak thumbs up*

Ogre Grappler/Kineticist - Big dumb brute, doesn't really get the whole 'good' schtick
(Inactive) Lizardfolk Sorcerer/Witch/Monk - Protective lizard that thinks he's a dragon
Gargoyle Paladin/Bloodrager/Rogue - Not sure yet, he just recently joined, we haven't had a ton of time for RP
Wayang Rogue/Stalker/Wizard - Two weapon wielding teleportation master rogue

And me, Kobold Bard/Fighter/Wizard, but I am changing to a Minotaur Warder/Barbarian/Oracle because I don't enjoy my current character.


I doubt it'll be temporary... If he comes back and still wants to play it'll surely be a spot for him somewhere...

As already mentioned I think someone with inspire courage would be a great add to the table due to the plenthora of attacks everyone are making. Someone focused on offensive spells would probably also work great (or both)


Lizardfolk Sorcerer/Witch/Monk - Protective lizard that thinks he's a dragon

I have played that character before. :P


Rolling for the table 2 spot:

5d6 ⇒ (3, 1, 5, 4, 4) = 17 13
5d6 ⇒ (1, 2, 3, 5, 1) = 12 10
5d6 ⇒ (1, 4, 1, 1, 5) = 12 dropped
5d6 ⇒ (3, 6, 1, 4, 2) = 16 13
5d6 ⇒ (5, 3, 5, 4, 3) = 20 14
5d6 ⇒ (4, 5, 5, 1, 3) = 18 14
5d6 ⇒ (5, 1, 3, 2, 3) = 14 11

13, 10, 13, 14, 14, 11

Welp, that's only 85. Bumping it to 90 and rearranging everything to my liking: 10, 12, 14, 18, 18, 18


I am trying to finish my kitsune but the spreadsheeting to figure out gestalt stats keeps derailing me. I like her, I'm just struggling to get all the +1s sorted.


Lol I want to wrap my brain around this but idk lol. Having trouble making a gestalt character let alone a tristalt........it looks like a blast though.


Angel, what do you want to do? Some of us are way too into character design and would be happy to help with the brainstorming or mechanics.


That's the problem I can't narrow it down.

I already figured I would make a dervish warder//hiddenblade Rogue// Empiricist investigator. Maybe focus on mithral current and buff the party while being hidden and making devastating skirmish attacks.


Sounds like you've got that figured out, then (all three saves, big HD, some casting). Empiricist instead of a full caster is a little curious, though I'm guessing it's for flavor (and when you hit mythic, you'll be able to cast four spells in a single action, which is neat).

If you want to skirmish, check out Outslug Style. Alongside Mithral Current Flow (the second style in the style chain), you'll be able to move a ridiculous amount of distance each round.

If you really want to get wild with the skirmishing...:
,Cheese dip MoMS or take Combat Style Master so you can combine both of these styles. If you go further into MoMS (or take MoMS AND Combat Style Master), you can tack on Jabbing Style, which will let you pull off pure insanity: Jabbing + Outslug to move 10' (without AoO) each time you hit an enemy, while Mithral Flow lets you move 10' each time you dodge an attack.

But it gets so, so much worse. You can use MoMS to take for Veiled Moon Style without the Pre-Reqs. This lets you teleport 10' as part of your 10' step. You can have any two of Veiled Moon, Jabbing Style, and Outslug all active at once. So now, any time you hit an enemy, you teleport 10'. It's not ideal; Jabbing Style requires Ascetic Style to be able to work with weapons other than unarmed, and you'd need MoMS in one of your main lines to do this.

And, depending on GM ruling, every one of these 10' steps potentially increases your AC and damage for the rest of the turn, making you very hard to hit (the Offensive Defense rogue talent will help too). Then dump Greater Cleaving Finish on your build, and, boom, you can teleport across an infinite line of enemies.

Might be more fun with Dimensional Savant, though, hmm.


So, signature items...

I'm building a lantern for my table two submission.

Are we limited to only putting on enhancements, or can we add special abilities (or custom abilities) to the items? Is there a limit to the number of effects it can have? Do we have to pay extra for slotless/changed slot abilities?

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