
Hotaru of the Society |

I work the same way as Tor. Unless the DM isn't particular at all. I use Myth-Weavers to build the character (and notepads where applicable) then begin the grisly work of the 'makepretty' steps. It's usually an hours-long ordeal... but I feel like it makes a huge difference in my attachment to the character. I'm constantly thinking about how all those pieces match up the entire time I'm building the character, and how they got whatever I'm wanting to add.
I'm much less 'worrisome' in home games... oddly. But then, I usually have a -lot- less to go on in home games. My home DMs also tend to be quite inconsistent. :P
Short Version: You'll get a pretty profile page; Myth-Weavers just speeds up my building considerably by autofilling a few things.

fnord72 |
thank goodness our math is only 1st level. This gets even more fun when generating a higher than first gestalt.
While I like the idea of poisons, they always seem to be too expensive for the DC/damage at the time you can afford them.
Take a 1st level character. Small centipede poison is one of the cheapest, at 90g a dose. (nearly all the starting funds for a rogue).
So, my rogue gets one shot at applying 1/dex damage per round for 4 rounds with a fort DC of 11.
The average character will have roughly a 50% chance of making the one save needed to cure.
Typically, at least two saves would need to fail to have an effect or -1 to ranged attacks, AC, and some skills.
Now, an enterprising PC might decide to make some poisons. At level 1, that same SCP will cost 30g in materials (getting better), require a DC 11 craft(alchemy) check, but may take several week's to manufacture.
My rogue has a better shot than some, with an int of 22, the base craft skill is 10. I have a good chance of making the DC 11 check. Let's say I take 10, having a nice safe place to work. My check would then be a 20. At that rate it will take me five week's to make this one dose of poison. More likely 4 week's with a couple of good rolls in there.
Poison's is just one of those areas where the pricing and crafting mechanics have been artificially adjusted to reduce their usage.

thunderbeard |

While I like the idea of poisons, they always seem to be too expensive for the DC/damage at the time you can afford them.
Take a 1st level character. Small centipede poison is one of the cheapest, at 90g a dose. (nearly all the starting funds for a rogue).
Abundant Ammunition duplicates non-magical ammo, and it's a spell that most classes (or familiars) can cast.
Most poisons are non-magical.

CaveToad |

Poison's is just one of those areas where the pricing and crafting mechanics have been artificially adjusted to reduce their usage.
Yeah its one of those areas where they just make stuff up to keep it balanced. Look at blue ringed octopus venom. The pathfinder version is DC 10 to resist, so the average person shrugs it off within a few seconds maybe feeling a bit weaker for a day or two.
In real life, a blue ringed octopus' venom is extremely dangerous and life threatening.

fnord72 |
Here is my submission: BIG LINK TO PAGE
Shaeyl ------- wayang-----wizard/unchained rogue/fighter

CaveToad |

Here is my submission: BIG LINK TO PAGE
Shaeyl ------- wayang-----wizard/unchained rogue/fighter
Groovy, our second wayang!

bigrig107 |

fnord72 wrote:Groovy, our second wayang!Here is my submission: BIG LINK TO PAGE
Shaeyl ------- wayang-----wizard/unchained rogue/fighter
Hey, did you see my question about the racial trait?
Stalker (1 RP): Prerequisites: None; Benefit: Perception and Stealth are always class skills for members of this race.

CaveToad |

Hey, did you see my question about the racial trait?
Advanced Race Guide wrote:Stalker (1 RP): Prerequisites: None; Benefit: Perception and Stealth are always class skills for members of this race.
I was pondering, but I think I will not allow it. Try to grab via trait perhaps, or eventually via dip classes.

bigrig107 |

Yeah... if we went down that road, there are a lot of racial buy traits that are not on the table right now.
Yeah, I figured.
Like he said, can't hurt to ask!
Maybe he accidentally missed it or something.
In fact, I don't see many skill traits available.
I'm guessing that's on purpose.

bigrig107 |

@thunderbeard
I said they do, not they don't
I need the full BAB for Weapon Focus, which gets me Feral Combat Training, and Power Attack.
So, Unchained Monk it is.
The style strikes are nice, and I think that the extra flurry attack can be used with my natural attacks.
Also, the weak Will save is covered by the druid and cleric, so.

bigrig107 |

Oh, sorry. I was just pointing it out because I've played a lot of monks, and they usually use those skills heavily.
The extra flurry attack only works with unarmed strikes and natural weapons—but if you've already got Feral Combat Training, you're all set there.
Oh, okay. Cool.
Does that mean that if I have two claws and a bite, I can make a full attack and get two bites and two claws or a bite and three claws?

thunderbeard |

Does that mean that if I have two claws and a bite, I can make a full attack and get two bites and two claws or a bite and three claws?
Sorry, no. "He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so."
So you'd get one bite and one claw, or two bites, or two claws—but if you'd normally apply strength*1.5 to your bite attack, the unchained monk lets you keep that extra strength bonus during a flurry, which the chained monk doesn't.

CaveToad |

thunderbeard wrote:Oh, sorry. I was just pointing it out because I've played a lot of monks, and they usually use those skills heavily.
The extra flurry attack only works with unarmed strikes and natural weapons—but if you've already got Feral Combat Training, you're all set there.
Oh, okay. Cool.
Does that mean that if I have two claws and a bite, I can make a full attack and get two bites and two claws or a bite and three claws?
Read about it here:
Specially read the side note FAQ/Errata. Basically it lets you sub in your natural attacks in place of one or more unarmed strikes in a flurry. It doesn't add extra attacks.

Tavros |

Also, if I'm reading the feat correctly, in order to sub in either claws or bite, you need to take both Weapon Focus and Feral Combat Training twice (once for claws and once for bite).
And IIRC, you only get 1.5x Str if you only have 1 natural attack. Otherwise primary natural attacks only get 1x Str and secondary get 0.5x.

CaveToad |

Also, if I'm reading the feat correctly, in order to sub in either claws or bite, you need to take both Weapon Focus and Feral Combat Training twice (once for claws and once for bite).
And IIRC, you only get 1.5x Str if you only have 1 natural attack. Otherwise primary natural attacks only get 1x Str and secondary get 0.5x.
I don't think you even can take Feral Combat Training more than once, as it lacks the Special that would normally allow it.
Yeah I think you only get it once, and has prereqs. its not that good of a feat. If you have lots of natural attacks you are better off just using them as secondary attacks along with normal iterative attacks with weapon or whatever.

bigrig107 |

Huh.
Didn't notice you had to take it twice.
Edit: Well, the big reason I wanted it is the fact that the Monk's improved unarmed damage counts as "effects that augment unarmed strikes."
Other wise, his bite does 1d3, and his claws are 1d4.
I might have to rethink this idea now.
Edit #2: Synthesist summoner is looking even better now....

Slyness |

So, I'm zeroing in on a concept: I have a personality in mind and I've chosen a race... Wayvaran! That's progress!
Which leads to my next question:
Wayvaran count as dragons. Dragon disciples must be non-dragon. Can this be waved? It isn't overtly pertinent now, but it does affect the character in the future.
Thanks for replying so quickly to us, by the way. It's very helpful.

CaveToad |

So, I'm zeroing in on a concept: I have a personality in mind and I've chosen a race... Wayvaran! That's progress!
Which leads to my next question:
Wayvaran count as dragons. Dragon disciples must be non-dragon. Can this be waved? It isn't overtly pertinent now, but it does affect the character in the future.
Thanks for replying so quickly to us, by the way. It's very helpful.
Yeah, its a weird stipulation, I mean you aren't really a dragon. I would say you can waive that.

Anderlorn |

Anderlorn wrote:how many tentacles does the mind flayer have, 2 or 4?Thematically/flavorwise they have 4, but for purposes of their natural attack, its just 1 attack that uses them all at once.
For 4d4 total for per tentacle or the listed 1d4 for all 4?
I am almost done with the crunch and 25 to 50% with Fluff.

CaveToad |

As far as I can tell you can use your own bite with for example an eidolons set of claws. In the case of a synthesist it appears you are limited to the eidolons max natural attacks. You could wield manufactured weapons however in addition and have the natural attacks be secondary, at least for the bite, you cant use claws and weapons in the same hands.

CaveToad |

CaveToad wrote:Anderlorn wrote:how many tentacles does the mind flayer have, 2 or 4?Thematically/flavorwise they have 4, but for purposes of their natural attack, its just 1 attack that uses them all at once.For 4d4 total for per tentacle or the listed 1d4 for all 4?
I am almost done with the crunch and 25 to 50% with Fluff.
its 1d4 total. Just one single attack. The 4 tentacles is just fluff.

CaveToad |

Alright, sounds like that's what I'm going to do then.
Probably synthesist/slayer/bloodrager.
Got some nice Cha synergy.Thoughts?
Edit: Never mind, my physical ability scores will be far better than the eidolon's. Not worth it.
Back to the drawing board!
LOL, what are you trying to achieve?