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AGorgen's page
Organized Play Member. 20 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.
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And why is that, Brad?
The only rule I find is:
"You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties."
It doesn't say anything about not being able to use attacks + naturals on a full-attack.
By the way, I have another doubts:
1. If I get arcane strike, would it work with all my unarmed and natural attacks?
2. Do you think Bleedng Attack is worth it?
3. Natural and unarmed attacks with amulet of mighty fists bypass DR?
4. Precise Strike is worth it? Considering I would have 7 attacks and my flanking partner would have 5, without considering haste.
5. Any eldritch heritage bloodline is worth the feat for this character?
6. Should I focus any feat on damaging spells (like elemental focus, djinni style, etc) or is it a waste of feats?
7. Spell Perfection with Schoking Grasp Intensify + Quicken (with magical lineage) would be a really good swift action for a level 1 spell, wouldn't it? Specially with Djinni Style for extra damage.
8. Toppling Spell with Magic Missile (and Magical Lineage) is a good ranged attack for this char?
Again, thanks for all the answers!
Wow, that sounds extremely good...
So, I guess it will be 1-2 monk 3-4 sorcerer with Magic Lineage and Wayang Spellhunter. And I guess I don't have the feats to spare to use Djinni Style + Spontaneous Metafocus + Intensified to use the shocking grasp for the standard action attacks, right?
@TheSideKick
Is it better to do that full round action or the 7-atks full-atk? If this is better, I don't see why shouldn't I focus on more levels as a monk to increase unarmed damage, as I wouldn't be using claw or bite? Or you mean that I should use this attack and when I can grow claw/bite I should use it instead?

Thank you all for the help! :)
@EvilPaladin
I don't understand how frostbite would work with everyone of my 7 attacks.. isn't it delivered by a melee touch attack? I don't have any touch attack, so I could only deliver it if I made a standard action to deliver it, or am I missing something?
If that's the case, I believe the intensified shocking grasp would be better as a standard action when I have to move: with CL10, I'd do 10d6+10 (draconic)+10xWIS (Djinni Style), which in this level would be something like 10d6+60.
I like the idea of staying with more levels of sorcerer, will check out about 1 or 2 levels of monk only.
And I guess that with all those attacks at -7, I'd be better staying away from Power Attack or even so PA is better?
Also, arcane strike works with unarmed/natural?
@Gargs454
The only problem with FCT is that it only applies to one of my natural weapon. Ofc with Dragon Ferocity it's needed, but this build is kinda feat-starved... I'd have to pick one FCT for my claws and another FCT for my bite, right?
@Duncan888
Yeah, but I'm planning on starting with 20 on STR and i'll have some buffs by that time (and hope my oracle can buff me)

Hi,
I'm starting a new campaign with two other guys, one a oracle of wind who will mainly focus on healing/buffing and the other will be a barbarian with dip in monk and 1 cleric (for cleric flurry). I'll be playing a dragon disciple starting as a monk, but I don't know yet what should I focus with it. I've thought about some styles of fighting (below)... what do you guys think will be the best style?
- Focus on unarmed strike, with a lots of level in monk, monk robe and stuff, with spells only for buffs(and maybe transforming in dragon aswell).
1. Flurry of blows won't work with claws/bite, right? So, I'd be better not using them? So, I'd only be a half-monk who can buffs himself?
- Use unarmed attacks for everyday fights and growing claws/bite for difficult fights. Focus on few levels of monk (and dropping flurry of blows for MoMS)
2. If I choose to attack with both unarmed attacks, I'd be attacking at -2/-6 right? So, I should get TWF or focus on attacking with only one right?
3. Could I, with BAB +6, TWF and ITWF, claws and bite do the following attack: unarmed (BAB), unarmed (BAB-2), unarmed (BAB-5), unarmed (BAB-7), claw (BAB-5), claw (BAB-5), bite (BAB-5)? Isn't this a little op?
4. Should I focus on improving my unarmed attacks or one of my naturals?
5. What do you guys think about shocking grasp with intensified feat for standard actions?
6. Should I go monk4+sorc1, monk2+sorc3 or smth else?
- Get monk2+ranger2+sorc1+DD and use always use claws. I could focus more in claws, but isn't this weaker than the above?
7. How does the claws of the DD works already having claws?
Thanks.
Id need amother 3 feats: w prof, w focus and quick draw. Dont know if its worth... On the other hand, with elven curved blade, i could only get weapon finesse at lvl 5 when ill get craft wondrous and make a +2 dex belt.
Another option im thinking is getting a staff as bonded item and use it as a quarterstaff to hit things aswell. Would I be able to enchant it both as weapon and staff?
Well, i have til sunday to decide it, gonna think about it. Thanls a lot for the replies. If someone else has another nice idea, id be welcome.
What do you mean by arcane focus for arcane bond?
I liked that idea, but I was thinking in maybe get the elven weapon peofficiency, get an elven curved blade, pick weapon finesse and later enchant it with agile. I would have 16 dexterity and 12 strenght at level 4, and soon i could buy a +2 belt.
Thanks for the reply.
I didnt make myself clear on my last post, I was too tired to think. Lol
And my Dhalsim example idea is nothing like dhalsim, dont know why i named it.
My idea is to be a primary caster battlefield controller. That Im sure of. I find magus very good, but its not what im looking for this game. What I want is someone who is mainly a battlefield controller but with versatility to be able to do small skirmishes. Of course I dont want to bet a fighter in 1x1. I just want to be more versatile.
I liked the dragon disciple idea. Good give it some thoughts.
The alchemist also would work, but i dont want to play it cuz my gm did last game. And I want something innovate.

Hi,
I'll be playing a game next sunday and I'm thinking on some different ideas for my character. First of all, my team composition is a barbarian with 2 rogue levels and the other will probably be a paladin or a melee character. One thing to note is that I may but probably I won't reach high levels (12+).
I'm thinking on some ideas to make a different and funny character. I'm not focusing on making the best of the best, but I also don't want to be a burden for my teammates or feel like my actions are worthless. So, I'm thinking in a way that it still viable and decent.
My idea is to be a primary arcane caster, probably focusing on battlefield control. The thing is, I want to be versatile. I want to be able to fight if I have to, to survive without equipments if needed, etc.
My first idea is someone like Dhalsim. I thought about Monk + Sorcerer (I prefer Wizard, but the Sorcerer bloodline for having wisdom as main stat is too good to pass) and make Eldritch Knight later on. Would have to be Sohei Monk, but my unarmed damage would suck and my idea of surving without weapons wouldn't work well. But it's a possibility and I'd like to ask you if something like that is at least decent.
My second idea is a typical Mystic Theurge, Wizard + Cleric.
Another possibility is Wizard + Rogue, making if I reach high level I'd go to Arcane Trickster.
I'm open to another funny combinations. I would like something decent that is a main battlefield controller during teamfights but if needed can go melee and fight, or if for some reason got jailed, he would be able to handle it with a minimum of equipment.
Any ideas?
"If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action."
To aid another, by RAW it does not say I have to be adjacent to my buddy, only able to attack the enemy. That way I could aid +4 on his CMB, right?
Also, is there any way I can help him preventing the enemy to escape? Any way to raise his CMD or lower enemy CMB?

1. If my ally (A) sucessfully grapples the enemy (B), can me (C) tie up, even without the pinned condition? What the DC would be?
2. If my A pinned B, can C tie B up? DC?
3. If A pinned B, on next round, if A sucess on maintaining the pin condition, he can tie B without any check?
4. If B escapes a pin condition, he becomes grapple or he is free?
5. Can I flank him to provide +2 CMB to my ally's grapple? I know aid another also give +2, but if I flank AND aid another, will he receive +4?
6. If I tie B with rope, he can burst the rope with a DC 23 or only with DC 10+CMB?
Situation is the following. We are duo and we are fighting a strong mage, so we want to just screw him up without major risks (we are at half hp and can't heal anymore), so I'm thinking about going the grapple->pinned->tie chain. Is there anything I'm also missing or we could do better to increase our chance on suceeding? I'm afraid that the mage could kill us in 2 rounds, so I'm trying to avoid going the normal kill way...
In advance, I already thanks for any answer :)
I can't find how much would a durable arrow cost. Can you help me? How much each would cost? Also, can't find anything about blanch.
Hi. I'm new to Pathfinder and even newer with an archer, so I don't understand much about the arrows types.
I've heard cold iron and silver arrows are very good, but I don't understand what it does/when should I use it. Also, is there other special materials arrows I should carry?
Another question refers to Mending. How does it works with arrows. Can I throw an arrow and mend if so I can use it again?
Also, to not create another thread, can you help me out on which magic items an archer should have?
Ps.: I'm making an Eldritch Archer (Figther 1, Wiz 5, EK 10, AA 4).
Image: http://imageshack.us/photo/my-images/850/aook.jpg/
Green is me, with a reach weapon.
Red is my enemy.
Blue is a dropped weapon.
Red wants to pick the weapon on the blue place. I want to know if I can make an attack of opportunity.
I don't believe he can make a 5-ft step and pick a weapon on the same round, and I'm not sure how withdraw would behave but I believe he also can't pick a weapon with withdraw, so he must use move and therefore generate an attack of opportunity.
Btw, picking an item wouldn't generate a second Attack of Opportunity (I have combat reflexes)?
Elosandi wrote: AGorgen wrote: Witch, inquisitor and others are not from the core rulebook and in this adventure we decided it would be only core races. =/
After so many people saying oracle, I'm inclined to do one, but not so sure anymore on what type or oracle. What is a "Life Oracle"? A Reach Oracle or a Battle Oracle would fit the team?
A couple of things.
Witches and Inquisitors are quite capable of being core races.
Oracle is about as core as the Witch and Inquisitor are. Mistyped: I meant core classes. Actually, anything not on the core isn't allowed.
But yeh, Ill do a Cleric.
Witch, inquisitor and others are not from the core rulebook and in this adventure we decided it would be only core races. =/
After so many people saying oracle, I'm inclined to do one, but not so sure anymore on what type or oracle. What is a "Life Oracle"? A Reach Oracle or a Battle Oracle would fit the team?
Hmm, I'll probably do a cleric or a paladin then... gonna ask my party which they prefer. Just to know it, reach cleric or battle cleric?
Thanks a lot for the answers. :)
My party has 4 PC and I'd like to know which class would be the best for me taking in account what my party already have (Barbarian, Bard, Wizard).
If you could rate my 8 options from 1-10 it would be really nice.
1. Fighter TWF
2. Fighter Archer
3. Rogue TWF (Perhaps multiclass)
4. Ranger Archer (Perhaps multiclass)
5. Arcane Trickster (Rogue + Sorcerer)
6. Arcane Archer (Fighter + Sorcerer)
7. Cleric Reach
8. Paladin Archer
I listed those because any of this I'd be pleased to play and I believe my team lacks an archer, a skill-monkey and a divine-caster..
Not an answer to the topic, au contraire, another question regarding the same subject (I didn't want to create a new similar topic).
My party has 4 PC and I'd like to know which class would be the best for me taking in account what my party already have (Barbarian, Bard, Wizard). If you could rate my 8 options from 1-10 it would be really nice.
1. Fighter TWF
2. Fighter Archer
3. Rogue TWF (Perhaps multiclass)
4. Ranger Archer (Perhaps multiclass)
5. Arcane Trickster (Rogue + Sorcerer)
6. Arcane Archer (Fighter + Sorcerer)
7. Cleric Reach
8. Paladin Archer
I listed those because any of this I'd be pleased to play and I believe my team lacks an archer, a skill-monkey and a divine-caster...
Ps.: We are playing core only.
First of all, thanks a lot for the help.
About the question number 1, I'm talkimg about the required level to use the feat Forge a Ring, for example. Normally, Id only be able to use it on lvl 7. Having an arcane bond acts just as if I had the feat, but it does not say if I have to be on the minimum level to (7) or if I can use it before lvl 7.

Hello. I'm starting playing Pathfinder, so I don't know much about the rules yet. I've read most of the rules books related to the wizard classes, but some questions remains and I couldn't find up-to-dated answers on this forum, so, I'd be glady if you guys could help me out.
1. Can I enhance my arcane bond only on the required level for the feat or if I had the gold I'd be able to do it before?
2. The price for enhancing an item would be 50% of the market price (like the feat) or 25% (50% of the feat)?
3. Can I multi-enhance a ring? Is there a limit? How does it works?
4. Can I change my bond? If I change my bond, my previous item dissapear or, for example, if I forge an arcane bonded ring and enhanced it, could I trade my bond to a new staff but keep the ring (w/o the arcane bond features but enhanced) still?
5. Normally people accept third-party rules, like this: http://www.d20pfsrd.com/feats/3rd-party-feats/paizo-fans-united/general-fea ts/improved-arcane-bond
About crafting a staff:
6. The limit is 10 charges, but staff of hierophant has 10 spells and 14 charges... I didn't understand if it's possible to create something such as this.
7. Can I enhance it as a weapon (craft arms and weapons) and later on as a staff (craft staff) aswell w/o "buying" the feats?
Thanks a lot for any help.
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