Hialin

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Organized Play Member. 20 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




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.


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?


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 :)


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)?


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..


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.