
Javell DeLeon |

Hey Stiehl, wanted to give you a heads up, that Potion of Cat's grace doesn't stack with the Belt of Perfection. They're both enhancement bonuses.
Unless, of course, Arbiter has a different take on it. Which is highly possible I could've missed somewhere. Which if that's the case, then rock on! Otherwise, that's more money for you to spend! :)

GM_Arbiter |

Hey Stiehl, wanted to give you a heads up, that Potion of Cat's grace doesn't stack with the Belt of Perfection. They're both enhancement bonuses.
Unless, of course, Arbiter has a different take on it. Which is highly possible I could've missed somewhere. Which if that's the case, then rock on! Otherwise, that's more money for you to spend! :)
He is correct. A Cat's Grace potion does not stack with the bonus from the belt. Not sure how I missed that.

Javell DeLeon |

Monkeygod: Aasimar Inquisitor
Tiny Coffee: Elf Spellmaster
Stiehl: Elf Ninja
Oterisk: Human Monk
Javell: Dwarf Monk
We lost our Human Alchemist.
I believe that covers us all.
And I'm still in.
@Monkeygod: I looked at Akor. I'm guessing you still haven't quite finished him. He appears as if he's in mid-build. So I attempted to build him in hero-labs with some guesswork. I'm gonna take a stab and say you have a headband +6(to all), and you stacked every 4th level ability score in wisdom? If so, I got you at a 26 wisdom. The rest of the numbers match. Which I also went with a belt +2(to all).
(And just for fun, sorry I couldn't resist even though he isn't quite finished, I got you at a 41 AC.) :)
Just thought I'd throw that at you. Just trying to get all the Wisdom I can for you, bud. That's only if I've guessed right, of course. :)

Akor Scourgebane |

Not quite Javell. Went +4 to mental and +4 to Dex and Con
started with 12, 12, 12, 12, 14, 12.
Wisdom and Charisma became 16 and 14 with Aasimar racials. Wisdom went up again to 20 via 4 level increases. Then 24 via the +4 to all mental stats.

Javell DeLeon |

Yeah, the cost is the kicker. What I threw on you was like 55,000g more gold than what you spent. HUGE difference. Same exact stats as what you got, except for the 26 wisdom instead of the 24. But seeing how you got a couple of good weapons--that cost a ton in an of itself. Then there's armor and a shield. Which makes it tough to spend an extra 50 grand on anything.
You know, looking at the inquisitor--man that class is powerful! Those judgements seem to aid in just about any situation. That ability is just awesome. I can see why you wanted to play one.

GM_Arbiter |

Monkeygod: Aasimar Inquisitor
Tiny Coffee: Elf Spellmaster
Stiehl: Elf Ninja
Oterisk: Human Monk
Javell: Dwarf Monk
So, we've got a tank-like melee monk, a ranged monk, a magic master, a scout/sneak attacker and a switch hitter with some healing capability.
It's up to you guys if you want another player, but this seems doable. You have two sources of heals, a good amount of damage-dealing capability and someone with most all of the magic to overcome obstacles and provide buffs.
Just so you know, if the group only has five PCs, the Pathfinder rules say that running a regular module encounter is fine. Once we hit six people, that's an increase in the Average Party Level (APL) and I should either award less XP or increase the difficulty of a fight. As it is, with five I'll just run the combat as written (with adjustments between 3.5 and Pathfinder rules).

Oterisk |

So, we've got a tank-like melee monk, a ranged monk, a magic master, a scout/sneak attacker and a switch hitter with some healing capability.It's up to you guys if you want another player, but this seems doable. You have two sources of heals, a good amount of damage-dealing capability and someone with most all of the magic to overcome obstacles and provide buffs.
Just so you know, if the group only has five PCs, the Pathfinder rules say that running a regular module encounter is fine. Once we hit six people, that's an increase in the Average Party Level (APL) and I should either award less XP or increase the difficulty of a fight. As it is, with five I'll just run the combat as written (with adjustments between 3.5 and Pathfinder rules).
It is my opinion that we only add people when we get down to four. That way there is a way for Talonhawke to come back. We should give him a week or two to work things out, and then we can see from there.

Javell DeLeon |

@Oterisk: Okay, I was checking out your character and you have Deadly Aim at a -5. Now, the base attack bonus for the monk is +13, which means, technically, it's at a -4.
Now my question is, is it because you're using flurry (which uses a full base attack bonus) the reason why you are going with the -5?
Does it adjust according to which way we attack, whether it's a normal attack or a flurry? I'm curious because I have power attack and am not really sure how that works.

Oterisk |

@Oterisk: Okay, I was checking out your character and you have Deadly Aim at a -5. Now, the base attack bonus for the monk is +13, which means, technically, it's at a -4.
Now my question is, is it because you're using flurry (which uses a full base attack bonus) the reason why you are going with the -5?
Does it adjust according to which way we attack, whether it's a normal attack or a flurry? I'm curious because I have power attack and am not really sure how that works.
Yeah, it actually made it into the FAQ so you aren't alone. :)
When you flurry, you go off your improved BAB score, when you are not flurrying, you go off of your base attack.
Oterisk |

Slayers of the Sinful?
Daggers of the Divine?
Silver Swords of the Seraphs?
Cold Iron Crusaders
Bishops of Banishment
The Company of the Silent Sting
The Wall of Kenabres
The Abyssal Hounds
Hands of the Red Captain
Blades of the Fallen King
Crusader Priests
To be honest, I am willing to go with the Daggers of the Divine. It seems like a good fit, all of our classes can use daggers, and they can be sneaky like us. I almost would turn it around and have them call us the Divine Daggers, if only because I am lazy and don't want to go with the "of the" all the time.
I could also work with the Cold Iron Crusaders, but I like the other one better.
Anyone with me on this?

GM_Arbiter |

You appear to have two differ characters in your profile, a level 9 monk and a level 18 monk.
Edit: Your power attack modifier should be -5/+10 when using flurry. It is -4/+8 when you do not flurry. Also, why is your jump skill so high? You do not gain high jump, you have Iron limb defense. Your acrobatics score also seems wrong.
You should list your racial bonus against spells, spell-like abilities and poisons in your saves section so you dont't forget.

Javell DeLeon |

Yeah, the top character was built a couple years ago. Ignore that. I don't have the heart to erase it because it took A LOT of time to create.
The only thing that you can take from the top Monk is the is the Background. The bottom Monk pc is the one you want.
The reason my jump is so high, is because every 10' of speed above 30', is a +4 to jump. Which being 50' above that, gives me a +20. I'm not looking at it at the acrobatics skill at the moment, so, it's possible I could be wrong. Going off of my memory tends to not bode well for me. :P
Edit: Yeah I knew there was gonna be something I messed up on. It's actually correct, but I have the numbers in there wrong. I didn't include the boots and I have my Dex typed in wrong. Thanks for that.

Oterisk |

Javell DeLeon wrote:Okay. I got that all taken care of. I'm immune to poison, so that won't be an issue. :)Cool, it was the wrong numbers that I noticed. I forgot about the speed bonuses. Our Zen Archer should apply the same bonus to his skill. :)
Immune to poison is a good thing.
I think I have my bonuses in order.
And I am not immune to poison, but I do have a +20 fort save, at least for now.

Javell DeLeon |

Yeah, I'm good.
Hey Oterisk, completely out of curiousity; how come you decided against Rapid Shot and/or Manyshot?
Edit: I just thought of something else, Arbiter. I may have an issue with the bracers and the boots. The bracers say "on command" to activate, while the boots say nothing on how to activate.
Now, do I have to speak to get these things to work, or can some form of action be used in lieu of that?
If not, then I need to remove those and adjust some things.

GM_Arbiter |

I think this is what you are referring to., let me know if I'm wrong:
Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.
A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.
Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.
The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue. The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.

Oterisk |

Yeah, I'm good.
Hey Oterisk, completely out of curiousity; how come you decided against Rapid Shot and/or Manyshot?
Edit: I just thought of something else, Arbiter. I may have an issue with the bracers and the boots. The bracers say "on command" to activate, while the boots say nothing on how to activate.
Now, do I have to speak to get these things to work, or can some form of action be used in lieu of that?
If not, then I need to remove those and adjust some things.
Flurry doesn't work with those feats specifically. It says so in my kit write up. Otherwise I would get 11 arrows a round with haste and Ki. A Sohei can do that, but his arrows aren't as cool as mine either. I can use stunning and elemental fists through mine, quivering palm too actually. Sohei, eat your heart out.

Javell DeLeon |

Flurry doesn't work with those feats specifically. It says so in my kit write up. Otherwise I would get 11 arrows a round with haste and Ki. A Sohei can do that, but his arrows aren't as cool as mine either. I can use stunning and elemental fists through mine, quivering palm too actually. Sohei, eat your heart out.
Well that's just freaking cool! Rock on then bro. :)

Javell DeLeon |

I think this is what you are referring to., let me know if I'm wrong:
Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.
A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.
Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.
The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue. The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.
Yeah but my problem is, my vow of silence. I can't "speak" a command word. That's why I was wondering if some form of action could be taken, instead of a command word. As per this, it looks as if not.

GM_Arbiter |

Yeah but my problem is, my vow of silence. I can't "speak" a command word. That's why I was wondering if some form of action could be taken, instead of a command word. As per this, it looks as if not.
It seems as if you are correct. You'll probably want to spend your money on something else.