The Armageddon Beasts (Inactive)

Game Master Zayne Iwatani

Base Init:
[dice=Initiative Kyamba]1d20+16[/dice]
[dice=Initiative Groff]1d20+7[/dice]
[dice=Initiative Fizz]1d20+3[/dice]
[dice=Initiative Mortimer]1d20+8[/dice]
[dice=Initiative Darnak]1d20+8[/dice]
[dice=Initiative Donovan]1d20+13[/dice]

Base Percep:
[dice=Perception Kyamba]1d20+22[/dice]
[dice=Perception Rika]1d20+22[/dice]
[dice=Perception Groff]1d20+31[/dice]
[dice=Perception Fizz]1d20+4[/dice]
[dice=Perception Mortimer]1d20+22[/dice]
[dice=Perception Darnak]1d20+39[/dice]
[dice=Perception Donovan]1d20+29[/dice]

The Sard Round 2


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Discussion


Can you guys post here with any extra sensory perceptions you might have as well as immunities and resistances?


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

I have a clear spindle ioun stone in my wayfinder. That grants a resonant power which protects me from compulsion effects of evil creatures like a protection from evil spell. I don't get any of the other benefit of the spell, just the ability not to be a puppet. That's about the only funky thing I have up my sleeve.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Constant Trueseeing
Constant Blur,
I also have the clear spindle in a way finder
I wander around completely invisible via my ring.
Every morning I cast overland flight and False life on myself

My AC is negligible, so you pretty much have to roll a one. My defense will come from being invisible, blur, and mirror image.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Constant Haste and Fast Healing 5 for myself, nothing interesting beyond that.

My Simulacrum, however, has Regeneration 15, Darkvision 60 ft, low-light vision, DR 15/epic and evil, Immunity to cold, acid, and petrification, Resistance to electricity 10 and fire 10, SR 34, constant Detect Evil, Detect Snares and Pits, Discern Lies (DC 21), and True Seeing.

All of the details are in my profile under the "Sous Chef Rika" tab.


Male Elf Wizard 20

Low-light vision
Darkvision

That's it. I'll get more as I begin dishing out spells, but that's all I walk around with.

Here's my funky things:

My imp familiar has a charge of "Ghoul Touch" stored in him every morning. If something gets to close to me he will attack them and set off the spell if he touches them, potentially paralyzing them.

I will constantly be talking to the party telepathically through my Helm of Telepathy. Mortimer will be the tactician keeping everybody organized and informed, as well as doing it silently so the enemy won't hear.

Further on reading thoughts, through his Medallion of Thoughts he will try to crawl into the minds of the enemy to learn what they're thinking.

Probably my most devious item is a Flawed Pale Orange Rhomboid Ioun Stone. He will inform the party of the function of the stone, and as long as somebody can get to his body it's basically a 1 time get out of death free card.

Mortimer walks around holding a Rod of Absorption, so he's basically immune to single-target spells and spell-like abilities.

Other than that, I'll detail out my spells in full when I cast them.


PFSRD is being a b+%~$ so I can't see those yet. Fizz, remember you still need fly checks but I imagine with half levels + int you should be good right?


Male Elf Wizard 20

Helm of Telepathy:
This pale metal or ivory helm covers much of the head when worn.

The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.

Medallion of Thoughts:
This appears to be a normal pendant disk hung from a neck chain.

Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.

Flawed Pale Orange Rhomboid Ioun Stone:
This stone absorbs your soul as the magic jar spell immediately prior to your death. You can't transfer your soul from the ioun stone receptacle to another creature's body, and are, for all intents and purposes, dead. While your soul is in the ioun stone, you can sense any life forces within 120 feet as though you were placed in a magic jar. At any point within 12 hours of your soul's transfer into the pale orange rhombus ioun stone, you can return to your body as long as it is within 120 feet of the ioun stone. Upon returning to your body, you are unconscious and dying with a number of negative hit points equal to your Constitution score minus 1. If you fail to stabilize and aren't healed after 1 turn, you die and your soul is not absorbed by the ioun stone. Your soul can be absorbed into a pale orange rhombus ioun stone only once per 24-hour period.

Cracked: If you die while using this ioun stone, the stone can be used as an additional material component in any spell to return you to life, reducing the spell's total material component cost by 20%. Price: 1,800 gp.

Flawed: This stone functions as a normal pale orange rhomboid, but only once, after which it burns out and turns dull gray. Price: 12,000 gp.

Rod of Absorption:
This rod absorbs spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character holding the rod or her gear. The rod then nullifies the spell's effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell's level as the rod absorbs that spell's energy. Absorption requires no action on the part of the user if the rod is in hand at the time.

A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared without expending the prepared spell itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in the wielder's hand when he casts the spell. For casters such as bards or sorcerers who do not prepare spells, the rod's energy can be used to cast any spell of the appropriate level or levels that they know.

A rod of absorption can absorb a maximum of 50 spell levels and thereafter can only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod's remaining absorbing potential and current amount of stored energy.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

You are correct DM, but for the most part you won't find me hovering or anything like that. I just have it for fast getaways.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

once we have had a chance to chat, I can set up a programmed image if we want. Basically it is a distraction technique, we cast it so if someone shouts out "ouch that hurt my bum!" or whatever a massive dragon will swoop out of the sky and send flame everywhere.


Male Elf Wizard 20

I have created a MAP. Tell me if anything needs to be changed. It should be editable, so place yourselves as you see fit.


Unnamed

i put two fizzy's out there to represent the image version.


Male Elf Wizard 20

If somebody is invisible or otherwise some sort of image, edit the picture to make them more transparent. There are other status effects that I will tell about when the time comes.


Unnamed

not sure how to do that. i will take a look


Unnamed

oh i see! thats cool


Needs to be a lot bigger :)

Also, stat bars.


Still waiting for Darnak and Donovan.


Male Elf Wizard 20

I believe you said the building was 40x40, so I made the room 8x8 with 5 foot squares.


I mean the forest.


Male Elf Wizard 20

Ohh! Yeah give me a minute, I'll do that.

For some reason I thought it was just us 4, huh. Same buffs, just durations will be divided up a little more.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Do we already know each other as a group?

Immune to poison, disease. Boots that allow me to ignore difficult terrain.
I also will be using a Helm of Telepathy, Ring of Free movement.
DR 4/- & 10/chaotic

@Chef: A Simulacrum! That is just freaking bad(in which I mean cool), dude!

@Groff: Okay, that Pummeling Style looks pretty cool. But I'm having a hard time trying to wrap my mind around the way it works.

Say I get 5 attacks for a flurry. It states One devastating punch, yet, I still roll 5 attacks. So I'm guessing if I hit with all 5 attacks, I would still add up the damage as normal? Which doesn't seem any different than attacking 5 separate times. Unless it has something to do with bonus damage. Do I add bonus damage to each attack? Or is bonus damage only added one time?

And how does the crit work exactly?

Another question: Does a Ring of Free movement allow me to ignore difficult terrain? I just now thought of this.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

I decided that Fizzy knew Mortimer, but he doesn't know the rest of you. Though I suspect many of us know of each other.

I accidentlly deleted my background I now see.

The long and short of it is that Fizzy got his start as a Pathfinder, he completed Councel of Thieves, then spent a long time as the Venture Captain of Westcrown. Eventually he left the society and is suspected to have gone on a long quest attempting to find a path back into the First World. His belief is that there is a portal somewhere that will take him there. During which time he has uncovered artifacts and treasures galore.


Male Elf Wizard 20

I assume that as level 20 characters we are probably aware of each other. People so powerful are pretty famous.

The map has been expanded. Tell me if that's large enough.

Edit: What people would know of Mortimer is a powerful wizard who specializes in binding outsiders and traversing the planes.

That reminds me, at some point I'm going to use Greater Planar Binding to get something really scary on our side. Not right now, obviously, but later.


What Mortimer said. Level 20 you most likely have done something that gets you worldwide fame though only those of you with high INT or high knowledge local would have heard of the others.

EDIT: Aww. I forgot to put in the tidbit about the letters reappearing on or around your person no matter what you do with it. Missed a little more intrigue.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

We're all lvl 20, we should know each other by reputation at least.

@Javell:

Quote:


Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. You can only use Pummeling Style with unarmed strikes (see errata at right).

You get bonus damage on each attack. The benefits come about in two ways: against DR and when you pick up Pummeling Charge so that you can get Pounce.

EDIT: You also only need to crit once for every attack to count as a crit.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
DM Ancient wrote:

What Mortimer said. Level 20 you most likely have done something that gets you worldwide fame though only those of you with high INT or high knowledge local would have heard of the others.

EDIT: Aww. I forgot to put in the tidbit about the letters reappearing on or around your person no matter what you do with it. Missed a little more intrigue.

He can still mysteriously find it in his pack, no worries there.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Master Chef Kyamba wrote:

We're all lvl 20, we should know each other by reputation at least.

@Javell:

Quote:


Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. You can only use Pummeling Style with unarmed strikes (see errata at right).
You get bonus damage on each attack. The benefits come about in two ways: against DR and when you pick up Pummeling Charge so that you can get Pounce.

So what you're saying is, it's basically EXACTLY like attacking a whole bunch of times, but it only counts as 1 attack so you only have to eat the DR one time. Is that really the whole purpose for it? Just to get around the DR? And I ask because I'm curious.

And now the Pounce seems far more intriguing. Basically, I can charge and get a FULL attack? Is that right? Yet it still only counts as 1 attack? Am I seriously reading this right?


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Yep, the base power is what Vital Strike should have been. It also works with your flurry and crits super easy.

But Pummeling Charge...it basically fixes the monks mobility issues. Pounce is a martials wet dream and you can get it through two feats.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Master Chef Kyamba wrote:


EDIT: You also only need to crit once for every attack to count as a crit.

Okay - sorry, I'm a stickler for clarification - for example: say I hit 10 times and I do crit on one of them. And my crit is x2. Basically all I'm going to do is roll an extra set of damage, right? There's no way possible I'm rolling crit damage for 10 hits, is there?

So if I do d6 damage on 10 hits and I crit once and I'm at x2, I'm just gonna roll an extra d6, correct?


Javell DeLeon wrote:
Master Chef Kyamba wrote:


EDIT: You also only need to crit once for every attack to count as a crit.

Okay - sorry, I'm a stickler for clarification - for example: say I hit 10 times and I do crit on one of them. And my crit is x2. Basically all I'm going to do is roll an extra set of damage, right? There's no way possible I'm rolling crit damage for 10 hits, is there?

So if I do d6 damage on 10 hits and I crit once and I'm at x2, I'm just gonna roll an extra d6, correct?

God I hope not 0_0


Holy crap it does! Its like that one Gunslinger deed. That significantly ups your chances of criting, reduces chances of fumbling and increases damage potential.

Hell no. that's getting nerfed hard.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
DM Ancient wrote:
Javell DeLeon wrote:
Master Chef Kyamba wrote:


EDIT: You also only need to crit once for every attack to count as a crit.

Okay - sorry, I'm a stickler for clarification - for example: say I hit 10 times and I do crit on one of them. And my crit is x2. Basically all I'm going to do is roll an extra set of damage, right? There's no way possible I'm rolling crit damage for 10 hits, is there?

So if I do d6 damage on 10 hits and I crit once and I'm at x2, I'm just gonna roll an extra d6, correct?

God I hope not 0_0

Lol! I know, right! That would seem a bit far-fetched. It really wouldn't make a lot of sense.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Be that as it may, the feat is supposed to function like that. It goes far in helping the monk catch up to some other martial builds (and Master of Many Styles can make things get really wacky).

However it seems that it will be changed should you choose to take it, but as long as it lets you pounce then it will continue to be worth it.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
DM Ancient wrote:

Holy crap it does! Its like that one Gunslinger deed. That significantly ups your chances of criting, reduces chances of fumbling and increases damage potential.

Hell no. that's getting nerfed hard.

Seriously? It does? Wow.

I guess the thinking behind it is, odds of someone hitting 5 or 6 times(it's probably a good thing I/we don't get 10 attacks :p) when they have 5 or 6 attacks is probably not going to happen. I guess they bank on you hitting an average of 3 times give or take. And if you crit then you get to benefit from it.

I don't know, I'm no rules lawyer and the thought behind most of them, so I'm just guessing. But I'm good with however you want to roll with it.

Chef wrote:

Be that as it may, the feat is supposed to function like that. It goes far in helping the monk catch up to some other martial builds (and Master of Many Styles can make things get really wacky).

However it seems that it will be changed should you choose to take it, but as long as it lets you pounce then it will continue to be worth it.

Well, I gotta admit, I do find it to be freaking cool. I'm a power gamer at heart. :)

But none of this is here nor there. Seeing how as I knew nothing about these feats, you'd actually have to allow me to switch out a couple of my feats for those two, Ancient. It may be too late at this point. No worries if not. It's all good to me.


Wait a minute. It doesn't mention bonus damage so I think the intent was to use it like Dead Shot. Every attack that hits means adding all weapon damage together but no bonus damage until the end. Bonus damage is only added once. It is one really powerful punch. It is way better for a monk though cause damage die for them is way better than a gunslinger. I'll allow it as is but I think it should carry the -5 to the crit confirmation that dead shot does. Every crit threat beyond the first reduces the penalty by one to a min of 0. Doubt te -5 will make a difference though.

EDIT: I assumed since you were talking about it, you actually had it. Scared me there for a second.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'm totally taking liberties in the fact I can speak to you folks telepathically.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Is it alright if we give the Simularcum a map token as well? It takes a 10 ft space is the only thing.


Male Elf Wizard 20

Mortimer has a helm of telepathy on, telepathic speaking is normal for him.

Master Chef Kyamba, give me an image you would like to be used for your simalcrum and I'll get it on there.

Liberty's Edge

Male Human Commoner 2

Just got home from work, catching up here.

Donovan can see through any mist, smoke, cloud, etc he is inside.
He is immune to any kind of harmful gasses or vapors (including magic, like cloudkill)
He has 75% fortification and resistance to acid, cold, fire, and electricity at 10 each.

if he hits something with two of his pistol shots, he can knock it prone no save as long as he has at least one grit (one of his True Grit Deeds)

his pistols as advanced firearms hit touch attack up to 5 range increments

as a pistolero he has access to the Up Close and Deadly Deed:

Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

This is his other True Grit Deed, so it doesn't cost him Grit either.

He has a ring of freedom of movement

With the eversmoking bottle, he can keep himself surrounded with obscuring smoke.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20
Mortimer Talinth wrote:

Mortimer has a helm of telepathy on, telepathic speaking is normal for him.

Master Chef Kyamba, give me an image you would like to be used for your simalcrum and I'll get it on there.

Will this do?


Male Elf Wizard 20

Uhh, yeah, I can use whatever you want. I just thought you might want something that appears more humanoid.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

That's just the token, not its actual appearance if that's what you mean. If you have something that you think would work well than feel free to add it (there's an outsider genie avatar image that would work but I can't link to it) but I just grabbed the first thing I thought was appropriate.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Sorry was traveling, missed out on a lot will catch up now.

To explain pummeling style, it is supposed to work basically like clustered shot. All attacks are rolled and then applied at once (thus experiencing DR once). Bonuses to hit and to damage are all as normal.

The funky bit where you get to crit all attacks if you get one crit among them all, and then that confirms at the highest number is fairly powerful, but remember it only applies to unarmed attacks and those are 20/x2 crits and can't be improved very much. If it could be applied to things with either wider crit ranges or multiples, it would be very powerful. As it, it makes criting with unarmed strikes at least noteworthy (without it taking any crit stuff would be a waste of time for unarmed strikes).

Even if you decide to nerf it, it is still justified for the clustered shot effect and the access to pounce.

Also on Groff I forgot to mention that he is a dwarf with steel soul and Glory of Old, so he has a culumative +5 save bonus against spells and spell like abilities.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Groff the glib wrote:

Sorry was traveling, missed out on a lot will catch up now.

To explain pummeling style, it is supposed to work basically like clustered shot. All attacks are rolled and then applied at once (thus experiencing DR once). Bonuses to hit and to damage are all as normal.

The funky bit where you get to crit all attacks if you get one crit among them all, and then that confirms at the highest number is fairly powerful, but remember it only applies to unarmed attacks and those are 20/x2 crits and can't be improved very much. If it could be applied to things with either wider crit ranges or multiples, it would be very powerful. As it, it makes criting with unarmed strikes at least notworthy (without it taking any crit stuff would be a waste of time for unarmed strikes).

Even if you decide to nerf it, it is still justified for the clustered shot effect and the access to pounce.

Also on Groff I forgot to mention that he is a dwarf with steel soul and Glory of Old, so he has a culumative +5 save bonus against spells and spell like abilities.

Hey, thanks for the clarification. You know, I did automatically jump into: "Well heck, this could be powerful with the right weapon," mode. I completely forgot it was unarmed strike alone.

And with an average of 3 hits, that really wouldn't be a whole lot. And that's if you actually crit. And remember, you still have to CONFIRM the crit. It's not like it's automatic.

For the record, I went back and looked at some of Darnak's old attacks.

Out of 42 attacks - 7 attacks(flurry) over the course of 6 rounds - I critted only 5 times. FIVE times.

4 out of the 6 rounds I critted. And out of those 4 rounds, only one would've actually confirmed against the Firebleeder. So out of 42 attacks, I would've confirmed 1 round worth of attacks. AND for what it's worth, that was also my ONLY hit. Rolled natural 19's on both. And I'm basing this vs. the Firebleeder just to be clear.

So, looking at it that way, I can't see it as overpowered and ridiculous at all. Not. Even. Close.

Again, thanks for clearing that up for me, bud. Man, here I'm thinking it was way overpowered. Of course, again, I was also thinking "weapons" and not just unarmed strike. That, I'm guessing, had a lot to do with it.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Wait, what's the minimum roll you need to hit the Firebleeder while you are flurrying?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

The Firebleeder's AC is 40. Barring any modifiers at all, I'm gonna need a Natural 20 to hit it with any of my attacks.

Back in the day I was sitting at +25 because I was able to create a Guided amulet of fists(Which allows you to use your Wisdom to hit/damage instead of Strength). But for some reason, herolabs doesn't allow it anymore so I'm guessing it's no longer allowed(or possibly was never allowed and they just didn't have it right. I'm unsure).

Because I have an older version of him saved with a Guided amulet. Now, it doesn't even give me the option. Otherwise, I would've gone that route.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

OK, just read the monk build. If I might offer an opinion. At the very least you need weapon finesse so you can use the unarmed strikes off your dexterity bonus instead of your strength of 12. Seriously. Yes, you have a godly AC, and amazing saves. But if you can't hit anything (and even if you do, your damage just isn't there) why would anything bother to attack you in the first place?

Guided is not a valid PF modification since it was a 3.5 enhancement and has never been carried over.


Groff the glib wrote:

OK, just read the monk build. If I might offer an opinion. At the very least you need weapon finesse so you can use the unarmed strikes off your dexterity bonus instead of your strength of 12. Seriously. Yes, you have a godly AC, and amazing saves. But if you can't hit anything (and even if you do, your damage just isn't there) why would anything bother to attack you in the first place?

Guided is not a valid PF modification since it was a 3.5 enhancement and has never been carried over.

I was wondering why your attack was so low. Why not just a regular Amulet of Mighty Fists?


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

While we are giving advice I had a hell of a time selecting my meta magic feats.

I'm open to changes/suggestions

The great thing is I can use them without increasing my casting time


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Yeah, I gotta agree with Groff here. I'm a 3/4th BAB class as well but I'm still hitting off 10 or less most of the time. As a martial you need to be able to hit at least part of the time. So with that I've spoilered some advice; it's up to you whether or not you want to take it:

Spoiler:

Drop Crane Style completely. All of your other feats (Medusa's Wrath, Flurry of Blows) don't function at all when you are fighting defensively. This'll free up three feats for something else: Pummeling Style, Weapon Finesse, Hammer the Gap, something that'll give you a consistent benefit.
Bodywrap of Mighty Strikes
Monk's Robe

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