DM - Voice of the Voiceless |
DM - Voice of the Voiceless |
Ok - options for next mission:
1) You are hired on by a naval captain to retrieve stolen goods from a pirate's island lair. You'll travel across the waves on his ship, before assaulting the lair solo.
2) The child-god of Mzali's armies have been seen marshalling in the East. The council of Kalabuta is worried and wants you to conduct a scouting mission. Solo mission through plains and jungle to do recon.
3) Kalabuta has need of messengers to investigate what is happening to the miners in the Bantu Hills. Strange rumours have come from there of late along with a cryptic message for aid. Standalone to the mine, followed by some investigation / rescue / defence.
I'm open to votes, suggestions and all things inbetween.
Darkbiter |
I would say either 1 or 3 would be cool. The premise of 2 is cool, but for some reason that I can't really define, it just doesn't click as well as the other 2. I think probably because I just don't see this group wanting to get pulled into the politics of the region that directly. The other two are private enterprises, so even if politics does get involved, it's more indirect.
DM - Voice of the Voiceless |
Four out of seven is a majority, so that's the way we'll roll. The squad's travels will go from here to Kalabuto for a short downtime (re: shopping / crafting stop) before launching out under orders once more.
I am 'reasonably' open to you guys converting cash to magic items, though I am fond of people holding on to / searching out some quirkier / fringe items as well as the straight mechanical bonuses to add flavour.
DM - Voice of the Voiceless |
@ Kaavel - I'm assuming that's for magic enchantment on unarmed strikes? - if so, I am happy for that to be characterised as any other fist based weapon for flavours sake.
So it could be enchanted gloves / handwraps / cestus / etc - just share brass knucks stats and special abilities.
Kaavel |
Brass Knuckles are fine Kaavel is not really Asian style monk. When I think of him fighting I think more of a boxer. Yeah I went with brass knuckles for the magic enchantment and the cost. I can get brass knuckles and spend 301 gp for masterwork ones or I can try to get the amulet of mighty fist which is a lot more costly. I have been looking up stuff on monks.
DM - Voice of the Voiceless |
Just a small clarification - cestus are basically ancient roman boxing gloves. So they would fit in pretty well with a boxing theme.
DM - Voice of the Voiceless |
That was the intent of my earlier comment - that you could buy cestus, and have them essentially act as 'brass knuckles' mechanically within the pathfinder rule set.
So you would still deal monk damage and crit on 20 only, but for flavour's sake you can describe them as cestus instead.
I also like cestus. So much so that my Barbarian uses them
DM - Voice of the Voiceless |
Was pondering on this today, and thought I'd throw it up so you knew my thoughts. Ultimate Combat comes out in a few weeks, and looks to likely have a few juicy options for the squaddies.
I'm open to re-jigs of characters when you advance to 3rd level (which will be roughly about the same time as you reach Kalabuto).
Darkbiter |
Darkbiter is going to focus on defense and non combat related items, though a nice magic sword and the beastclub(or whatever the proper name is; it's the one that can change to be any natural attack form) from the APG would be nice for offense. Also, a wand of CLW just because you can't beat the price on the utility of it.
DM - Voice of the Voiceless |
Cortland Broadcloak |
So I have a conundrum. I'd like to say that as a result of the magic of the figurine and the respect he gaines for the ancient warriors Cort will pick up an animal companion, but that is a bit impractical with duelist... any thoughts? Should I jist go warrior and enjoy it? Or gain a level in something else? I also dnt really see any synergy with AC classes... hmm.
Grusk II |
So I have a conundrum. I'd like to say that as a result of the magic of the figurine and the respect he gaines for the ancient warriors Cort will pick up an animal companion, but that is a bit impractical with duelist... any thoughts? Should I jist go warrior and enjoy it? Or gain a level in something else? I also dnt really see any synergy with AC classes... hmm.
Magus?
I would say rogue, but I am biased.. ;)
Sentis Spinis |
you could go Ranger Cort. it might sync up with duelist (im not familiar with duelist though). but if you went TWF for combat style and used a shield (like the cool magic one we just found!) it would still work with your maimed hand. then at 4th you could get hunters bond and take a wolf animal companion.
not sure how much re-jigging Voice is going to allow but theres another apportunity to rebuild a bit.
Cortland Broadcloak |
I had a thought as to a fast, flowy combat style using the blade flung out on the strap to give reach. Perhaps rule that it's effective, but very tiring on my human physique, and let it give me fatigue or something to balance it. Just an idea to me.
Also, I think I'll stay full fighter, every other class that would seem to work well with what I want takes away something I like too much. Damn shame too... I'd have liked to have my own pup.
Sentis Spinis |
good call on staying fighter. Paizo made it more than worthwhile to stick with a class all the way to 20.
you could probably buy a trained pup Cort. Do you want one specifically or would it be cool enough to just have one with us?
@ DM Voice of the Voiceless - how much re-jigging are you going to allow? been thinking about maybe changing archteypes.
Grusk II |
I think I am sticking with rogue.....
DM
I understand trip attack with an axe, what would the minor bleed look like mechanics wise?
I am familiar with this....
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Is it the same as this?
DM - Voice of the Voiceless |
Sentis - I'm pretty open, you should have a character that's fun for you to play rather than grating. If you want to switch archetypes or something of the like - you can do so at level up time.
25gp gets you a guard dog :)
Cort - making one attack a round with reach would be ok with me. Or it could be a way to catch your opponent off-guard in the first round / strike of combat. He underestimate's your reach and you strike as though he's flat-footed?
One thing to remember is that the boons from the books are still a little while away as you'll have to invest some IC time / money to get them translated and practiced before you can use em.
Drannigan "Doc" Piper |
I feel so behind. :( Might as well throw my two cents in on a couple issues now.
Well they nerfed brass knuckles to not do monks unarmed damage. Hope there is a good weapon in UC.
Sigh. I've never understood why designers insist on taking enchantments away from monks. They either need to give them abilities that compensate for the fact that their fists will *never* keep up with other melee fighter's weapons, or they need to admit that a monk's fists need to be treated as just another weapon and offer a way to enchant them through some kind of fist-weapon that scales with monk unarmed damage.
When I GM I always houserule that monk weapons scale to unarmed damage. It actually gives monks a reason to carry weapons at all past 4th level.
Voiceless, if you're open to the suggestion, I vote we let Kaavel have a little love on this matter.
Damn shame too... I'd have liked to have my own pup.
Most people neglect the Handle Animal rules. If all you want is a dog of some kind, that's pretty easy to arrange.
Here's how you make it viable without needing an actual Animal Companion-
Get a juvenile version of something big, like a Dire Wolf or something. Make sure it's growth scales with your own powerlevel to keep it from overshadowing the party. Having it's CR be equal to the party's level -1 aught to do fine.
By the time it reaches adulthood you'll be about 5th or 6th level. Take Leadership. Take your pet as your Cohort. Now all of a sudden your doggie gains actual PC Class levels as you level up, which makes sure that it never becomes one-shot fodder and keeps it useful.
All this for the investment of one skill point a level. Pop a Trait into it to make sure it's always a class skill or something and you're solid.
Kaavel |
Thanks for the vote there Doc. Yeah I do not understand their logic on this either. You hit hard than you add brass knuckles or other fist weapon that adds to how hard you can now hit. Not here though you add one of those and you do less damage. Yeah I know it a fantasy game and logic might not fit but all I have to base myself on here.
DM - Voice of the Voiceless |
@ Kaavel and Doc - I'm happy for Kaavel to pick a fist-like weapon (like a cestus) and deal monk unarmed damage with it. Then that can be enchanted if desired, etc.
I'd be leery of extending that out to all monk weapons, but I think that Kaavel is predominately a fist fighting monk anyhow - so should work ok.
Re: Cort's canine companion - I'd strongly suggest you get back to civilization and get some help identifying the figurine and it's purpose. Powerful magic items that match up to the squad's moniker are not idly placed....
Kaavel |
DM Voiceless I was looking up the UC spoiler thread and I had heard monk got a lot of love. I will most likely not get the book for a bit but when I do I will look through all the monk stuff. On another note I will be moving sometime this weekend so my post might not be the best.
Sentis Spinis |
So Im thinking of rebuilding as a Wolf Shaman since I recently got the APG and thats too inline with the Steel Wolves to not take I think. My biggest question is how the wild shape works there.
Wild Shape (Su)
At 6th level, a wolf shaman’s wild shape ability functions at her druid level – 2. If she takes on the form of a canine, she instead uses her druid level + 2.
Does this mean that I wouldnt get wild shape until 6th instead of at 4th? or just that at 6th it starts working at level -2 unless I vear into a canine shape at which point its level +2?
and Cort's right, we should have a wolf mascot more so a Wolf Shaman so Im willing to take one as animal companion if possible?