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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Looking forward to playing. No idea what table a slightly unhinged changeling will fit or be best in. Whether she stays good or starts to slide probably depends on the team that surrounds and possibly influences her.


I'm also a full caster Xanya: Cleric 5 :)

I think something like a : Wizard/Alchemist/Bard would be awesome. You get to focus on Int/Cha. You get bombs for area damage, Wizard for control and utility, Bard to inspire the team and be the face.

I think Xanya is our highest Cha right now but she is crazy and random(not a bad thing). She and I have good diplomacy but I'm only cha 16. I'm pretty idealistic and make decision based on my honor. Someone reasonable and that could balance us out diplomatically would be good. I'm righteous but very pragmatic and vengeful. Think along the lines of the Punisher.

Look forward to having one of you join us.


I meant full arcane caster. Kiki is also full divine as a druid. I don't really agree with you that we need someone else diplomatic, I think Xanya can handle it, but I guess it wouldn't hurt. It is true that right now we would be a bit weak to swarms, but not terribly so as both Xanya and Quassine does decent damage with normal acid flasks (though we should pick up more). Either way I don't feel more damage is the way to go, but I guess it wouldn't hurt either.


@Magic Items: The item can hold any number of enchantments, up to however much money you pour into it combined with the amount of innate magic it has. The 'Innate Magic' is equal to your wealth-by-level.

You are not limited by slot, but you do pay half-again for any item that does not normally fit that slot (So, my Glowing Glove effect on my spear cost 50% more (3000)). Any enchantments beyond the first also have an increased cost (So my recent addition of +1 also cost 3000.) Obvious direct-upgrades (like +1 to +2) do not count as 'additional enchantments'.

You cannot use custom items, though I'm sure you could talk with Cavetoad about very specific things that are reasonable (as opposed to eternal mage armor for like 1-3000 gold). For example, I might ask him to increase the duration of the 'paintbrush' effect, and find a cost we can agree on... though that's a bit off. :)


Johnnycat93 wrote:

Rolling for the table 2 spot:

5d6 13
5d6 10
5d6 dropped
5d6 13
5d6 14
5d6 14
5d6 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

Please just reuse the first rolls from your prior character if you doing a rebuild. I don't want people rolling multiple characters and picking and choosing which they like best, I only want one submission per character. This might seem sticklerish, but its for the best.


Johnnycat93 wrote:

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?

I think this was answered, but let me know if I can help clear up any unanswered questions yet.


I did some review of submissions this weekend. I will finish up feedback and any questions I have or requests for rework/fixes.


Xanya Zellor wrote:
I meant full arcane caster. Kiki is also full divine as a druid. I don't really agree with you that we need someone else diplomatic, I think Xanya can handle it, but I guess it wouldn't hurt. It is true that right now we would be a bit weak to swarms, but not terribly so as both Xanya and Quassine does decent damage with normal acid flasks (though we should pick up more). Either way I don't feel more damage is the way to go, but I guess it wouldn't hurt either.

"Full caster" becomes... interesting in the context of this campaign. A character with a single full-casting class is only really a full caster if they have access to an impressive list, but *also* the action economy to actually use those spells. And without a few DC-boosting feats and a focus on metamagic, they're essentially just support instead of offense.

It might just be a personal opinion, but I've been thinking of characters in this game more in terms of *dedicated* caster than full-caster. To the best of my knowledge, Teniel is the only character at any table who's sunk as much into spells as melee (save buffing characters who focus on neither), though that'll change with some of the new submissions I'm seeing.


Ok, I have figured out what I'm doing mechanically (oh god) and I am in the process of tabulating it all via excel to make sure I dot my I's and cross my T's.

Lily is going to be a Wizard//Warder//Cleric. I'm worshipping desna, and focusing on divination and ranged support.

I have finally figured out how throwing weapons are supposed to work (badly!) and have also figured out exactly what a starknife is (goofy!) and will be focusing on them because why not focus on them since I get free proficiency and this is wackyville?

I have no idea which of those columns is my primary column because I'm still trapped in the land of 'trying to sort out what I do' and not yet to the land of 'well what about 8 levels from now'.

I'll probably cheese dip oracle (spirit guide) next level. Unclear what mystery because I don't know what table I'm going to end up at. I have most of the individual pieces already built, just need to neaten it up. Hope everyone's weekend was good!

Expect my full crunch this evening, and revised story stuff after that since I've adapted quite a bit from my initial draft as I tried to wrestle lily into shape.

Questions:
I tried to rank these in rough order of confusion:

1) Can I combine these feats? They seem intended to address the same thing (throwing weapons without feats don't come back).
Ricochet Weapon
AND
Ricochet Toss

2) I'm building my signature cloak and after the obvious (this should have a resist bonus) I'm a bit confused. What are the limits on effects we can put on these things? Could I build a cloak based off the belt of many pockets or travel cloak from 3.x? Could I build a cloak with a skill bonus to craft? Maybe I'm just missing a clarification, since there's a lot to take in. Help!

3) Per the creation rules in post 1 we're destitute at level 1. Having read the various threads people have some gear. What amount of mundane stuff should we have? Rations, weapons, boots, a horse? It's unclear.

4a) I'm building a diviner, and diviners can sometimes cause problems for the GM by having divinations that are the wrong fit for the campaign. With that in mind, I'd like to get feedback on divinations before I learn them so I don't step on toes. At the moment I'm taking Heightened Awareness, Mindlink, and Create Treasure Map, but I could easily sub out any of those that might cause trouble. (the level 1 I'd probably sub for True Strike, and the level 2 for See Invisibility since those are both pretty straight forward)

4b) I've figured out my divination spells for lily, but I still have 8 (including a level 2) spell slots open for spells known, if there's anything I should definitely take for one of the groups I'm more than willing, right now I'm just filling in with random 'good support wizard' stuff like grease/mount et al. I'd like to adjust these after I know what table I'm going on and get their feedback, since taking enlarge person for example is only useful if someone wants to be bigger.

Well that was a book. Back to formatting.


I agree with you. Without a focus on casting outside of a single class the result is not much of a caster. None of the people at our table are focused on casting, even if they will eventually take 9th level spells. This is why I say our table is heavy on martials, while we got people casting spells, they'll mostly be used for support.

@CT/all: One option for one table could be that someone made a character out of the harpy we have picked up.


@Ash: It's always easy to get new spells. CT might overrule me on this, but I'd guess mundane items worth less than your character's level 1 starting wealth—anything you can craft from rocks, sticks, and spears is probably fine (our table has non-masterwork cloth armor and improvised artisan's tools, but a few of the other tables have leather/metal armor and real or masterwork artisan's tools)

Also, Ricochet Weapon doesn't stack with Ricochet Toss at all. Ricochet Toss is "weapons come back immediately" and far, far better; Ricochet Weapon is "weapons come back at the end of the round, and only from a martial strike."

You may also be interested in Deadly Agility, since it should work for thrown light weapons that count as melee weapons (so daggers and starknives, but not javelins or shuriken).


@Ash: Awesome to see another follower of Desna. I'm surprised to see someone focusing on starknives without picking levels in flying blade. The 3rd level deed of flying blades is kinda ridiculously good. If you don't pick up a starknife as your starting weapon you might have troubles finding one. We weren't able to buy any chakrams and starknives are arguably more rare. It might be double digit levels until you get one if you don't bring your own. What archtypes are you taking, if any? If you pick evangelist for your cleric it would work very well for our table.

@CT: Are people allowed to change minor things after being assigned tables?

1) Ricochet Toss is superior to Richochet Weapon in every way. The later is unecesarry if you already have the former. That said it might be hard to qualify for Richochet Toss. Might be easier to just craft a blinkback belt into your weapon with the crafting pool, you'll have enough for it at level 4.


Everyone wrote:
Full caster ≠ Dedicated Caster

Seriously. And while we're at it, let's pour one out for the monstrosity* that is the Shaman spell list.

@Ash(or anyone, really):
I'm by no means a master, but take a look at the spreadsheet linked in my bio. It made the whole process a lot easier (for me, anyway.)

edit:
*OK, maybe I'm exaggerating a little. It's got Darkness and Sky Swim, so I'm fine, but it's certainly not amazing.


Thunder:

Ok, that makes sense to me so toss it will be (eventually)

Agility requires finesse, and I'm going a different way. I'm going to pick up channel smite + guided hand instead of finesse/agility.

Xanya: I'm unsure on archetypes for the cleric still - I like both Imagination and Exploration as domains and being able to spontaneously convert to healing seems useful. Evangelist gives inspire courage, which is great, but then it trades spontaneous cures for a bunch of mes effects which isn't bad but doesn't really line up with the conjuration/divination/evocation focus I took on the wizard side. None of it's spontaneous spells are bad, just fighting for feat space with other stuff and kinda out of character for her as she's built now. Lily is turning out to be more of a planner and less of a face as I build her.

Crest: Looking at your sheet now.


This is Johnnycat's submission for the Table 2 spot, overriding my old submission. Using my previous rolls netted me a whopping 1 additional stat point.

I'm open to suggestions/feedback/comments especially since I have like 6000 gold to spend on my signature item. I'll get a short blurb up when I have the time.


@Ash.. : Very table dependent of course... But our table already have plenty of people who can heal (everyone can heal with two channelers). If you were to end up at table 7 instead they could probably use the healing. The spontaneous spells are generally better than healing, but in order to reach optimum efficiency in their use you would have to focus more on them as you say. Would you be open to taking the archtype if you do end up at our table?

@Johnnycat93: Great to see Longirus :). Does that mean you are no longer submitting Shanalotte?


@Xanya - Probably, as I mentioned in my questions for the GM i'd be tuning spells to fit the table anyways. I'd just be bad at command/enthrall, no big loss.


I like to think Longirus is wearing an orange peel for a hat.


Xanya Zellor wrote:


@Johnnycat93: Great to see Longirus :). Does that mean you are no longer submitting Shanalotte?

Yeah, there's always another triple-gestalt ultra game over the horizon where I can play a crit-fishing magus.

Quote:
I like to think Longirus is wearing an orange peel for a hat.

It pays to look good


@Longirus: I'm curious why you chose to buy advanced charisma rather than advanced intelligence with your RP (or both)? Isn't your character relying on intelligence for DCs a lot? Also, did you know about the feat Master Performer (and the grandmaster version).


Advanced Intelligence requires having a +2 racial bonus to INT, Ghorans lack that. I was not aware of Master Performer, and I will consider investing in it as I level up.


No, you can buy it with whatever race you want. CT's rules are not the same as standard monster building.

Quote:

Use your left over Race Points (RP) to purchase any of the following racial perks, in addition to alternate racial perks listed under your race entry. You must meet the prerequisites for entries listed below.

1. Ability perks can only be taken once for each ability. Note that some races already have Advanced <stat> as part of their race build. In these cases it is ok to take the special ability increases below for extra stats, but you may not take it more than once per ability as part of the bonus point pool.
2. If your race already has the ability (such as Hardy or Healthy) you cannot take it again (except in some cases such as increased natural armor). Note: Again some races already come with Advanced <stat> as part of their build, but it is ok to take this again as part of the pool points and they do stack, you just cannot select it more than once per ability as part of the bonus points. Hopefully this is clear.
3. Adding Advanced <stat> may allow you to qualify for other perks listed below that your race may not normally be able to qualify for. Good news for you!


Quote:
It pays to look good

Truth.

Longirus and Crest would make a funny pair of party-mates. You're walk around with an always-on lantern, as I flop around in my own personal cloud of darkness. If I saw us coming, I'd run the other direction.


Ergh, ok. I'll look at moving some points after breakfast.

@Thunderbeard: I'll swap it with one of my progression feats, thanks.


@Longirus: You don't actually qualify for Glorious Heat as a 4th level feat, since it requires caster level 5...

@Crest: One of these days, you'll have to meet Teniel, the only other shadows-and-fear character across all the tables—but with a very different alignment and motivations. (I based a lot of his philosophy on the fact that in Javanese, the language of the island Wayang puppets come from, "shadow" and "imagination" are the same word)


Ok, here's my rough crunch. I'm still working on the unique item, that's this evening's work, but this should show everything else.

Kitsune RP, 28/30 spent:

Kitsune are 9 RP base, so we need to add 21 RP.

+2 Str, Int, Wis is 12 RP easily, that leaves 9 to find. +1 bonus feat is 4 RP more, we'll use it on ricochet throw. Then +3 gets 120' darkvision. That leaves 2 RP to spend, any suggestions?

Crunch Rough:
Lily
Female kitsune warder (dervish defender, hawkguard, zweihander sentinel) 3/cleric 3/wizard 3 ( [PoW], Pathfinder Player Companion: Animal Archive, Pathfinder RPG Bestiary 4 175)
NG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; darkvision 120'; Perception +11
--------------------
Defense
--------------------
AC 18, touch 17, flat-footed 16 (+2 Dex, +1 shield, +5 Int(untyped))
hp 54 (3d12+18)
Fort +7, Ref +3, Will +8; +2 vs. spells and abilities originating from evil-aligned sources (sacred bonus), +2 vs. spells and mind-affecting effects (morale bonus), +2 vs. death
--------------------
Offense
--------------------
Speed 40 ft. (30 Race + 10 Exploration Domain)
Melee starknife +4 (1d4+3/×3), starknife +4 (1d4+1/×3)
Special Attacks 1 enduring crane strike, 1 outer sphere stance, 1 pride movement, 1 silver crane waltz, 1 swift claws, 2 solar flare, channel positive energy 6/day (DC 14, 2d6)
Spell-Like Abilities (CL 3rd; concentration +6)
. . 3/day—dancing lights
Domain Spell-Like Abilities (CL 3rd; concentration +8)
. . 8/day—bit of luck
Cleric Spells Prepared (CL 3rd; concentration +8)
. . 2nd—locate object[D], spiritual weapon, summon monster II
. . 1st—bless, bless, divine favor, silent image[D] (DC 16), weapons against evil
. . 0 (at will)—create water, light, mending, stabilize
. . D Domain spell; Domains Travel (Exploration subdomain), Luck (Imagination subdomain)
Wizard Spells Prepared (CL 3rd; concentration +8)
. . 2nd—create pit[APG] (DC 18), create pit[APG] (DC 18), see invisibility
. . 1st—burning hands (DC 17), burning hands (DC 17), burning hands (DC 17), heightened awareness[ACG], mount
. . 0 (at will)—detect magic, prestidigitation, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 18, Int 20, Wis 20, Cha 16
Base Atk +3; CMB +6; CMD 23
Feats Augment Summoning, Channel Smite, Combat Reflexes, Deadly Aim, Fey Foundling[ISWG], Guided Hand[UC], Point-Blank Shot, Quick Draw, Ricochet Toss, Scribe Scroll, Spell Focus (conjuration), Spell Focus (evocation), Spell Specialization[UM], Toughness, Two-weapon Fighting
Traits fate's favored, kami respect, magical lineage
Skills Acrobatics +9 (+13 to jump), Appraise +11, Climb +6, Diplomacy +9, Fly +7, Handle Animal +7, Heal +9, Intimidate +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (martial) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +11, Perception +11, Profession (architect) +9, Profession (astronomer) +9, Profession (baker) +9, Profession (barrister) +9, Profession (brewer) +9, Profession (clerk) +9, Profession (driver) +9, Profession (engineer) +9, Profession (gardener) +9, Profession (gladiator) +9, Profession (librarian) +9, Ride +5, Sense Motive +11, Spellcraft +11, Swim +6; Racial Modifiers +2 Acrobatics
Languages Aklo, Aquan, Auran, Celestial, Common, Draconic, Elven, Ignan, Sylvan
SQ able assistant, Aegis, arcane bond (arcane familiar, fox [valet]), archer training, armament shield, Armiger's Mark, change shape, close combat archery, Defensive Focus, door sight, forewarned, kitsune magic, prescience, ranged defensive focus, two-weapon defense, zweihander training
Other Gear buckler, starknife, starknife, starknife, cloak
--------------------
Maneuvers
--------------------
1 Enduring Crane Strike (Readied, 1/Encounter) (Su) Successful melee attack heals the initiator or ally within 30-ft 1d6 points of damage.
1 Leaping Dragon (Not Readied, 1/Encounter) (Ex) Make an Acrobatics check to jump as a swift action with a +10 bonus.
1 Outer Sphere Stance (Ex) Stance: When wielding two weapons, disciple inflicts an additional 1d6 points of damage per attack, -2 to AC.
1 Pride Movement (Readied, 1/Encounter) (Ex) Boost: Grant an adjacent ally a move action.
1 Prince's Attitude (Not Readied, 1/Encounter) (Ex) Boost: +4 AC against attacks of opportunity while moving, +2 bonus to Reflex saves and Initiative.
1 Silver Crane Waltz (Su) Gain a +4 bonus to initiative checks and +2 to Reflex saves and to AC, increasing every eight levels.
1 Steady Hand (Not Readied, 1/Encounter) (Ex) Boost: Increase the range on a ranged attacks by +30ft.
1 Swift Claws (Readied, 1/Encounter) (Ex) Strike: Attack a single target with two wielded weapons.
2 Solar Flare (Readied, 1/Encounter) (Ex) Strike: Make a ranged attack against a foe, if successful the target takes an additional +8d6 points of damage and has a chance of being stunned.
--------------------
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Archer Training (Starknife) (Ex) No penalty for using a buckler with your favored weapon, gain Point-Blank Shot
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -4 (5 rounds, 6/day) (Ex) Marked enemies get -4 to hit creatures other than you and suffer +13% to ASF for 5 rounds
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Change Shape (Su) Assume a single human form.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 2d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Exploration)
Cleric Domain (Imagination)
Close Combat Archery (Ex) No AoO for using favored weapon, can attack adjacent foes in Defensive Focus
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision 120' See in the dark up to 120 feet.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +8 to CMD vs. Acro to avoid AoO
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Door Sight (8/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ranged Defensive Focus (Ex) Threaten 15-ft area and make AoO's with a ranged weapon
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Two-Weapon Defense (Ex) Gain INT to AC when dual-wielding and wearing light or no armor and no shield.
Zweihander Training Gain your Aegis bonus as a shield bonus when using a weapon in two hands

Birgitte, familiar:

Picture!
Birgitte, Arcane Familiar
Arctic Fox (valet) (Pathfinder RPG Ultimate Magic 112)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +10
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 27 (1d8+1)
Fort +4, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration -1)
. . —prestidigitation
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 13, Int 8, Wis 12, Cha 6
Base Atk +3; CMB +3; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +8 (+20 to jump), Appraise +2, Climb +6, Diplomacy +1, Fly +12, Handle Animal -1, Heal +2, Intimidate -1, Knowledge (arcana) +0, Knowledge (dungeoneering) +0, Knowledge (local) +0, Knowledge (martial) +0, Knowledge (nature) +0, Knowledge (planes) +0, Knowledge (religion) +0, Linguistics +2, Perception +10, Ride +3, Sense Motive +4, Spellcraft +2, Survival +1 (+5 to to track by scent), Swim +6; Racial Modifiers +4 Survival to to track by scent
SQ able assistant, improved evasion, teammate
--------------------
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Prestidigitation (Sp) A valet can use prestidigitation once per hour.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Teammate (Ex) A valet is considered to have all the teamwork feats its master has.

draft spellbook:

0: All but Necromancy/Enchantment
1: Arcane Pocket, Burning Hands (DC 17), Grease, Heightened Awareness, Mage Armor, Mindlink/True Strike, Mount
2: Create Pit (DC 18), Create Treasure Map/See Invisibility


Ash.. wrote:
Ok, here's my rough crunch. I'm still working on the unique item, that's this evening's work, but this should show everything else.

I can't believe all of the warder archetypes stack, that baffles me. What is the actual result of all of those archetypes stacking, what's your plan for it vs a more standard warder?


I'd say be careful with your familiar—they die real easily in this campaign. Ricochet Throw can certainly be retrained later.

You may enjoy Jumper, Shadow Magic (depending on what you want to Spell Focus), or Gift of Tongues/Gifted Linguist (learning new languages will certainly be a thing, and invented party sign languages or read lips are always excellent)


Aury'tss wrote:


I can't believe all of the warder archetypes stack, that baffles me. What is the actual result of all of those archetypes stacking, what's your plan for it vs a more standard warder?

The archetypes modify different things, so they stack. The benefits of well designed archetype/class chassis. Essentially I traded away heavy armor and shield focus to instead get to dual wield starknives and throw them in melee without provoking.

The biggest benefit vs a straight warder is that I won't need a spot on the front line to still provide a defensive zone. I can impose the usual -4 to hit allies from range thus still being in the midline. A normal warder is probably slightly better at this stuff because he can use a better weapon - starknives aren't greatswords/glaives/composite bows, but then a normal warder isn't a gestalted theurge with summoning and blasting spells.

If it helps, think of the warder side of my build as the 'what to do instead of shooting a crossbow' side of a cleric/wizard/<<Martial>> tristalt. It's a way to make throwing starknives vaguely competitive, provides some always on boosts, and gives a big hitpoint and moderate defense boost which is usually more fun for everyone than just pumping defenses. I'm pretty far behind the true martials at actually slaying things, and my defenses will let the GM hit me some unlike the monks.

Alternatives I considered for that section were Paladin and Monk, but decided I liked the flavor of being a naturally chaotic person trained by a half-celestial (Silver Crane) and ending up neutral while worshiping Desna more than either of the lawful options.


Ash.. wrote:
I can impose the usual -4 to hit allies from range thus still being in the midline.

You're going to want Precise Shot as soon as possible, then. (And Improved Precise Shot, or one of the teamwork feats that lets you shoot through allies, since otherwise enemies behind allies count as cover)


@Aury'tss: That's because they aren't. They all have different weapon and armor proficiencies, so trading the same apple multiple times for different fruits. Each has different amounts of armor, shield, and even weapon types available to them. But assuming all of those did work together:

Class Features in no particular order:

Ranged Defensive Focus
Armament Shield
Aegis
Armiger's Mark
Bonus Feats
Two Weapon Fighting
Point-Blank Shot
Two-Weapon Defense
Dervish Defense
Defending the Sky
Shield of Blades
Defensive Reach
Evasive Reflexes
Improved Armiger's Mark
Close Combat Archery
Stalwart
Punishing Defenses
Grace of Blades
Greater Armiger's Mark
Critical Evasion
Deathless Defense

Scarlet Throne, Golden Lion, Solar Wind, Thrashing Dragon, Tempest Gale
+Eternal Guardian or Riven Hourglass
+Eternal Guardian or Piercing Thunder

You wind up with several levels where you don't really get anything, because you trade something that's level 8ish for more things at level 3, as well.


thunderbeard wrote:
Ash.. wrote:
I can impose the usual -4 to hit allies from range thus still being in the midline.
You're going to want Precise Shot as soon as possible, then. (And Improved Precise Shot, or one of the teamwork feats that lets you shoot through allies, since otherwise enemies behind allies count as cover)

Yes, but I ran out of feats trying to cover the very basic caster and thrown stuff. I'll probably pick up the accuracy feats (Precise & Improved) in the next few levels, once I have a feel for how combat plays out. There's also the possibility that I'll end up on the table where I'd be swapping into evangelist, in which case I'd need to figure out at a minimum something like lingering song....


Quote:
explanations

I was more baffled that they designed it that way, not how it was possible. After all, how often did they expect that a single character would need: A two handed weapon fighting archetype, a ranged attacker archetype, and a two-weapon wielding archetype?

Ash.. wrote:
~warder stuff~

Neat! I asked because sometime in the near (?) future I'm switching from this character (support and (pitiful, in my case) ranged damage) to a heavily melee character that has warder, and I'm at one of the tables that needs a person.

I think pretty much every table wants a caster type person, so if you happen to wind up at mine that'd be pretty neat. Other than my soon to be retired character, I don't think we really have any way of ranged damage or support. And with two warders, it would be attack-of-opportunity city. I'm not sure armiger's marks from different people stack, but having party-wide -4 on incoming attacks is pretty neat, or putting it on most of the enemies in a battle.


Makoto 'Maks' Kasumi wrote:
@Aury'tss: That's because they aren't. They all have different weapon and armor proficiencies, so trading the same apple multiple times for different fruits. But assuming all of those did work together:

That's an interesting point actually which I hadn't considered while pulling all of this together. (Hero lab, not a rules source but useful, didn't b#!@&)

Rules Text:

Weapon and Armor Proficiency

The zweihander sentinel loses proficiency with shields and tower shields.

Weapon and Armor Proficiency

Dervish defender are proficient in all simple weapons and martial melee weapons, double weapons, and with light armor. They are not proficient with shields.

Weapon and Armor Proficiency

The hawkguard is proficient with all simple and martial weapons, and he is proficient with light and medium armor, and with bucklers.

This ability replaces the warder's normal starting weapon and armor proficiencies.

It looks like you'd end up having essentially the same proficiencies as dervish defender. The only substitution appears to be hawkguard, the others are worded as modifications to weapons and armor proficiency which you still have to modify post substitution, and of course in tristalt this is largely irrelevant anyways since the plan is not to use any armor that imposes arcane spell failure.

Worst case the GM comes back and says "Avast you munchkin, trying to throw starknives" and I drop hawkguard/zweihander and just hit people with them instead. I'll wait on CT before worrying about it, it's not ground worth dying on.


That doesn't seem like a huge deal, I doubt it'll be a problem. A few levels in, almost everyone will have proficiency with pretty much everything except exotic weapons, anyway. A 1 level dip into a martial class would result into the same proficiency.


Aury'tss wrote:


Neat! I asked because sometime in the near (?) future I'm switching from this character (support and (pitiful, in my case) ranged damage) to a heavily melee character that has warder, and I'm at one of the tables that needs a person.
I think pretty much every table wants a caster type person, so if you happen to wind up at mine that'd be pretty neat. Other than my soon to be retired character, I don't think we really have any way of ranged damage or support. And with two warders, it would be attack-of-opportunity city. I'm not sure armiger's marks from different people stack, but having party-wide -4 on incoming attacks is pretty neat, or putting it on most of the enemies in a battle.

Sadly my understanding from the various warder guides is that multiple marks don't stack, but you can definitely mark the guy over here and I can mark the guy near you and now they have to walk away from a warder to hit the person who has them marked which is generally a bad idea.


Yeah we can't do two marks to get -8, but I think the wording does allow two marks for -4, even for the warders themselves that wouldn't normally get a bonus. It says bonuses 'overlap'.
Probably won't be the most amazing idea most of the time, but maybe on a big single boss.

I think it'd be neat.


I used to be on the side of 'similar enough is similar enough'. I do make some allowances for 'trading better for worse', though. But in this example, at level 1:

Dervish Defender gives up Heavy Armor, Medium Armor and all shields for Two-Weapon Fighting and Int to AC.

Hawkguard gains Point-Blank Shot and loses Heavy Armor and most Shields.

Zweihand gives up shields to always have a Shield bonus, and not need a shield to use maneuvers that care about shields.

So, if you take Dervish Defender, then you're trading nothing for free Point-Blank Shot and a free Imaginary Shield, once you take the other two.


Hmm, I suppose that's true. I forgot that zweihander had heavy, and the extra abilities that are gained beyond just the proficiencies. Any pathfinder official classes that have a similar thing that might have a ruling?

Edit:
Though as a note, the Dervish Defender INT to AC doesn't apply if you're actually using that heavy armor proficiency.


I think I remember this argument taking place a few weeks (months? I dunno) ago in a somewhat formal manner on the boards. Not sure of the result, but if I had to guess, I'd say the answer was 'they don't stack'.

edit: this FAQ maybe?
edit2: it was months. my brain is not what it used to be.


Archetype wrote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as the other alternate feature.

Armor Proficiencies are still Class Features.

Warder wrote:

Class Features

All of the following are class features of the warder.

Weapon and Armor Proficiency

Warders are proficient with all simple and martial melee weapons, with all armor, and with shields (including tower shields).

All three give up shields, so even if you treated each proficiency as a separate class feature (as I would!), you still can't really stack them.


Alright yeah that's pretty cut and dry, let's see if we can't salvage the concept without doing all three of the archetypes.

Zweihander seems extraneous to what you are trying to accomplish, and a bit opposite to your concept. I might be wrong though, I don't know how important it is to you.

Nothing stops you from throwing weapons as DD. But maybe go with Hawkguard if you do like the idea of throwing - Solar Wind maneuvers are very good. And even with lower AC you have fantastic HP because of warder. If you're already backline, you'd remain fairly safe - my group has frontline characters with less health than you. You can easily pick up TWF whenever, and if you're already backline, a lot of the DD abilities aren't super important anyway - melee seems like a backup.
Later on you could maybe dip a bit into magus Kensai to get a bit of that INT to AC in addition to your nice medium armor. If you were looking for a place for those extra RP, maybe natural armor to compensate?

Plus, if you do end up at my table, the backline would be pretty safe - I'll have anywhere from 15'-20' of reach, plus whatever threatened area bonuses from defensive focus. I can smack anyone who bothers you with an armiger's mark or knockback/trip and make you safer. I'm imagining other groups would have ways to crowd control as well.

I think a starknife throwing build is really cool, and I think it's still doable, so I wouldn't discount it too much.


DD is viable for throwing too, because Thrashing Dragon.


Oh neat then! That solves a lot of problems. Snap Shot feat tree can get you that threatened area (a bit late, but still), and if Thrashing Dragon is comparable to Solar Wind, then the only thing you're really losing is the ability to counter at range. It's a pretty cool ability, so you'd need to decide what's important.

Edit:
Also, I just realized that even if you choose hawkguard and don't get INT to AC, you still have a buckler - later on you'll good AC and abilities from enchantments. It seems to come down solely to whether you want better melee or ranged, really. Either is doable.

Follow your heart, believe in yourself, and anything is possible *rainbows*


yeah you cant stack those three archtypes.


Aury'tss wrote:
Oh neat then! That solves a lot of problems. Snap Shot feat tree can get you that threatened area (a bit late, but still), and if Thrashing Dragon is comparable to Solar Wind, then the only thing you're really losing is the ability to counter at range.

Nope. Throwing is a ranged attack, made with a melee weapon. Snap Shot only works with bows, guns, javelins, slings, and shurikens—not star knives or other throwing weapons. (Starknife throwing does, however, work with Deadly Agility, a Magus's Spell Combat—but not Spellstrike—or a Swashbuckler's Precise Strike)


More completed submissions so I will go through them. Hang on folks :)


CaveToad wrote:
yeah you cant stack those three archtypes.

Sadness. I'll either settle on hawkguard and using a bow and just jettison starknives or try to make dervish work.

Bleh.

Throwing weapons, why are you so universally terrible. Pathfinder pls.


Throwing Weapons have actually gotten a lot of love recently. Also, I disagree on the 'Snap Shot' thing. I think you can use it with thrown weapons, but it's a pretty big feat investment.


Makoto 'Maks' Kasumi wrote:
Throwing Weapons have actually gotten a lot of love recently. Also, I disagree on the 'Snap Shot' thing. I think you can use it with thrown weapons, but it's a pretty big feat investment.

Link me stuff that is good and I'll look at it tomorrow night. For tonight I'm just going to head to bed.

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