Durkon Thundershield

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Organized Play Member. 134 posts (496 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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Interested as a Rogue//Fighter


I'm afraid there are too many submissions for me to throw my hat in at this point. I can't come up with a terribly cool concept that fits the campaign, and the stats I rolled are kinda meh anyway. I wish you all good luck.


Are Mythweavers sheets permitted? I find them easier to use than writing everything out by hand.


Dwarves? Gestalt? Crafting? Color me interested! I don't know what the ARG rules for improving dwarves might be, but I don't really care. This campaign is for me if I can get into it!

3d6 + 6 ⇒ (5, 2, 2) + 6 = 15
3d6 + 6 ⇒ (5, 3, 2) + 6 = 16
3d6 + 6 ⇒ (1, 4, 3) + 6 = 14
3d6 + 6 ⇒ (5, 4, 4) + 6 = 19
3d6 + 6 ⇒ (4, 1, 5) + 6 = 16
3d6 + 6 ⇒ (1, 1, 5) + 6 = 13

rerolls:
1d6 ⇒ 3
1d6 ⇒ 4
2d6 ⇒ (3, 4) = 7

Hmmm... very middling stats...

That gives me an array of:
13, 14, 13, 15, 15, 15


From the way I read it, you can drain an item partway, but the instant you start draining it, it loses all its enhancement bonuses. You can just cannibalize it further for "magic essence" or whatever


I'm pretty sure Pummeling Charge says you have to make all your attacks against the same target, as per Pummeling Style. Combat Style Master is on my shopping list, but I'm not sure quite how useful it will be unless I want to have more than 5 Style feats...


I'm starting to think of a plan, considering what resources I have to work with.

Jabbing Style gives me a bunch of extra damage. Dragon Style lets me charge through rough terrain. Pummeling charge lets me flurry at the end of a charge, essentially a pounce. Combining the extra damage from Jabbing Style with the DR-killing bonus from Pummeling Style is where the synergy really starts to happen, though.

With this combo, I can charge through allies and rough terrain, land several hits with a Flurry and rack up a bunch of bonus damage, then apply it all at once as essentially a single blow, all in a single turn.

Only problem is, it'll take a long time to get that combo up and running to its full potential because of the level prereqs.


Look, I'm aware of the arguments in favor of going with a spellcasting class on one side of the gestalt. My charisma is just as high as my wisdom, so I also considered things like Sorcerer and Bloodrager before finally settling on what I have. The fact is that I prefer playing a pure martial character and, having looked at the two classes, I've come to the conclusion that, for a pure martial gestalt, this isn't a bad combo.

The fact is that I started with a vision of playing Monk of Many Styles all the way from level 1 to level 20. That's not negotiable. I also need flurry to avoid the feat tax for TWF so that I can make lots of Performance Checks and have the audience love me. I also need lots of bonus feats. I also need a D10 HD and full BAB. What other class, besides Brawler, will give me all those things?

None of them. I could get Flurry from Warpriest, but not the full BAB or the d10 HD. I could try Fighter, but I lose Flurry and a large number of class features clash with Monk.

Brawler, on the other hand, synergizes surprisingly well with Monk. Sure, Brawler and Monk both have scaling damage that overlaps. Big whoop. Brawler gets Martial Flexibility, which cuts down on the number of feats I need to take (albeit at the cost of a little action economy), gives a bonus to maneuvers, and gives an AC bonus that stacks with Monk's.

TL;DR: I like my Ubermonk, thank you very much. Leave me alone and answer my questions.


It looks like Jabbing Style and Pummeling Style have a pretty nice synergy...


I'm not really interested in discussing the merits of the classes I've chosen. Suffice it to say that both I and my GM consider the classes to be a strong enough option to be worth moving forward with.


christos gurd wrote:
Pre errata or post errata MOMS?

Post-errata


There's not really that much overlap. Even the AC bonuses from the two classes stack. Sure, the roles are similar, but that's kinda why I picked those two classes in the first place. I need lots of feats for performance combat, full BAB and a decent hit die, and flurry, which all come from brawler. Then I get even more feats from MoMS, plus all the cool stuff monks get like ki powers and fast movement.


So, I'm going to be playing a solo gestalt campaign and I decided to play a Master of Many Styles Monk//Brawler because it basically makes me an Ubermonk. However, I'm having a little bit of difficulty deciding exactly where to go with it. For example, what style feats should I take?

I will point out right now that, because of the nature of the campaign, I had to dump Int a little, so that doesn't give me much to work with in terms of skills. I've got Acrobatics, Intimidate, Perception, and Perform (dance).

You might rightly wonder why I took Intimidate and Perform instead of other skills. My answer is that this campaign will be heavily focused on the Performance Combat rules and as such I need those skills to win performance checks (in the case of Perform) and take advantage of Performance Feats (in the case of Intimidate).

I bring up my low int and few skills because a lot of style feats have skill levels as prerequisites. Fortunately, as a MoMS, I don't need to meet those requirements to get the feats I want. (Also fortunately, as a Brawler, I don't need 13 Int to get a lot of important combat feats.)

I'm planning to go primarily unarmed, but I can use Martial Flexibility to pick up just about any weapon I want in a pinch.

Now, keeping all that in mind, what suggestions would you all have for building this character?


Okay, so after thinking it over a little bit, here's what I've come up with:

Instead of Swashbuckler, I'm going to take Unchained Rogue for Weapon Finesse and dex to damage. I'll take Fighter (probably the Two Weapon Warrior archetype) for full BAB and all the feats, because this will be a feat-heavy build. Then I'll take bard for flavor, ally buffing, and fun times all around.

I'll be doing two-weapon fighting, scoring lots of crits, laying down debuffs all over the place, and all while buffing my allies.


Actually, I'm rethinking my bastard sword idea, because I just realized that in order to use performance feats effectively, I need a crit build. That makes Barbarian an oddly attractive option, what with Titan Mauler giving me access to dual-wielding elven curve blades...


Okay, so I'm looking for advice on how to build the character I'm envisioning. I want to play a character that will be able to use Performance Feats to great advantage. He or she will be a performer first and foremost, with every combat being a chance to show off.

In the past, when building this type of character, I went Fighter//Bard, because it's a feat-heavy build that's best suited to the front lines. With this particular setup, however, I don't need the extra feats as much, and so I can afford to branch out a bit.

I think I've settled on Swashbuckler as one of the classes, as it fits perfectly with the theme of the character and provides Finesse, which will allow me to wield a bastard sword with dex to hit via Slashing Grace. I'm almost entirely sold on Bard, as it has a lovely archetype called Arcane Duelist which I really like, though I'm also considering Skald.

The real question is what to pick for a third class? Fighter is always a solid choice, and the Gladiator archetype fits this character perfectly, but it might be a bit superfluous. Bloodrager and Skald would allow me to take advantage of my high charisma score, as would Sorcerer, Oracle, and Paladin, though the latter three don't fit that well thematically.

Any suggestions or thoughts?


Okay, I'm bored and itching to build a new character, so I'm just gonna throw out some rolls here and see how things stack up.

Roll 1: 5d6 ⇒ (4, 5, 6, 2, 2) = 19 - 4+5+6= 15
Roll 2: 5d6 ⇒ (5, 5, 1, 5, 1) = 17 - 5+5+5= 15
Roll 3: 5d6 ⇒ (2, 5, 6, 6, 2) = 21 - 6+6+5= 17
Roll 4: 5d6 ⇒ (6, 4, 2, 2, 3) = 17 - 6+4+3= 13
Roll 5: 5d6 ⇒ (1, 1, 5, 5, 3) = 15 - 5+5+3= 13
Roll 6: 5d6 ⇒ (5, 1, 5, 2, 3) = 16 - 5+5+3= 13
Roll 7: 5d6 ⇒ (2, 6, 4, 1, 2) = 15 - 6+4+2= 12

Looks like I'm dropping Roll 7 for an okay stat spread.

I'll spend my 10 points to get my stats to:

18
18
18
16
13
13

...which is something I can work with.


Yeah... it might be best to treat the mount as an Animal Companion until you get a bigger one. Then you can either retrain your feats for mounted combat or simply start picking them up over time.


Grats to those who got in! I'm definitely sticking around to see if there's a chance I'll get in on the second wave.


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Shi'Vatha wrote:

Aaaannnndddd hopes up from post count....

....aaaaannnddd dashed. :)

Your first mistake was to have hope. I only watch now with dispassionate curiosity. I'll get excited if and only if I see a return of our GM.


I've created a monster...


Isn't there an archetype that lets you ride dinosaurs? I haven't done much with mounted characters, but I think there's something like that... Beast Rider, maybe?


I'm reserving judgment until after 4 PM


-sigh- I guess I'll have to figure out how Psionics works, then...


CT is totally down for adding more tables depending on interest. I don't think he has a concept of "too many players"


So, can we use Twin Mind for anything? Or does it have to be Psionics? That whole section confuses me a bit.


Aw, you don't want to join your scalebrothers? They've got a whole dinosaur/dragon debate thing going!


It's not easy being green?


Hey, I'm having a lot of fun in that game! I made my first Vanaran, and the race is actually pretty fun!


thunderbeard wrote:
I read "level 30" as "level 9+9+9+2+1"... so, level 9. Still quite some ways away, that.

Oh, that would make sense.


If we get beyond Level 20, I might want to turn some of my cheese dips into main classes unless you have plans for how each class will progress beyond their usual caps.

For example, I'm seriously considering a cheese dip into Cleric and Kensai Magus at some point down the line, but if I get to level 20, I might want to turn one or both of those dips into full-blown class choices, maybe to pick up a PrC or just to go all the way with them. At the rate we're going, eventually every character will have levels in every class!


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I'll echo a lot of what Xanya said. In general, I tend to avoid teamwork feats, since they're largely situational and require multiple people to coordinate their builds. As such, it's best if anyone planning to use such feats has the ability to grant them to others. Overall, this improves the party's effectiveness, since there can be a greater variety of feats within the party, and the other members can be guaranteed to always have the feat you need when you need them to have it.

As for Martial Flexibility, I like to use it for a number of purposes. For one thing, it lets you gain short-term early access to a combat feat you plan to take next level, but can't afford right now. Another use is to pick up those feats that are only useful during a certain period of the character's career (I'm thinking specifically of the Cleave tree here). Lastly, Combat Expertise can let you pick up situational combat feats that aren't normally useful. This can be useful for combat maneuvers where your opponent is either particularly good at avoiding your favorite one or is particularly vulnerable to one you haven't got much training in.

Here are some scenarios in which you might want to use Martial Flexibility:

1) You're working your way through a feat tree, but haven't gotten the highest one you qualify for just yet. You're fighting a boss, and really want to gain the benefits of that next feat...

2) You're fighting an enemy who suddenly blinds you. This is something of a disaster. If only you'd taken Blind Fight...

3)You find yourself in the arena, fighting via the Performance Combat rules. Your charisma sucks, and you're likely to be failing a lot of those Performance Combat Checks. Fortunately, Performance Combat feats are combat feats, and if you had one, you could get a +2 on some of those checks...

4) You've made a tripping build, but you're going up against a large enemy with a shield that's really giving the party a hard time. You think you could sunder the shield and make the fight a lot easier, but you don't have Improved Sunder....


I don't think I've ever seen a recruitment phase that didn't get a ton of applicants (well, except for the one campaign I ran, but the nature of that campaign was such that it wasn't going to attract much attention). Gestalt is really popular, as is WotR, but I think it's just the nature of the game. If I tried to run something - especially an AP - and didn't get 20+ applications, I'd think something was wrong.

Maybe things are different on this site, though.


Newbienice wrote:

I'm also going to to spend some time to look at the character creation tonight and see, because it sounds interesting.

As I understand, make a character ask to be put in an open group, after a while the final group is chosen from the people that were active in those trial tables? Don't want to waste anyone's time if it's already likely a group has been chosen

That's pretty much right. I don't want to speak for the GM, but how I understand it is that he'll continue accepting players indefinitely. If there's room at a table, you can try to fit in, if not, you have to wait until enough new players apply to open a new table or enough old players drop out to give you a spot.

You go through a trial period first to make sure you can pass Cave Toad's posting requirements and fit in with your group, and if you pass, everything's good!

@Galahad, those are some great rolls! I'm jealous!


They see me lurkin'

They hatin'


It's almost as bad as those damn witch crows from Reign of Winter. Or the fey.

-grumbles about hostile enemies who have every advantage when it comes to running away-


Yeah, I just want to be in a gestalt game, especially WotR, since it sounds like a neat premise, but I'm not wedded to the original storyline, since I have no idea what it is! I like the character I've come up with, and the more chances there are that I'll actually get to play him, the better!


Bloodrager's real power seems to be in adding buffs to rage. Certain bloodlines are great for making you harder better faster stronger for free when entering rage.


Bloodrager really does put the Paladin and the Ranger to shame, though, since it doesn't have Level-3 CL. If you want something fun that sorta double-dips Barbarian in a Tristalt, though, go Paladin//Bloodrager//Skald. Your main attributes all line up, you get lots of rage rounds, you make an awesome face, your action economy is great, you get access to divine and arcane spells, and you're metal as hell.


Barbarian's still got a lot of great archetypes, though. I still swear by Invulnerable Rager.


Monkey monk dot


Haha, for the Holy Triad of Destruction, you can now play a Chaotic Good Paladin//Cleric//Warpriest of Gorum!


Kinda wish I'd seen Chawful earlier. That opens up some interesting avenues. I might have been able to go MoMS Monk, though Martial Artist is probably the best archetype for this particular build. When cheese dips roll around, I might consider taking Additional Traits for Chawful... though I can't think of any classes besides Monk, Unchained Monk, and Paladin that have a Lawful requirement.

Still, with Chawful on the table, it's finally possible to make a Druid//Paladin. I wonder, though, how any of the Paladin's Law-based abilities would work, then, since the only available alignment for that combo is NG.

So, now it's possible to make a Lawful Barbarian (which can synergize nicely with Monk), though the usefulness of this is somewhat mitigated by the fact that Bloodrager is similar to Barbarian, and can already be any alignment, and synergizes beautifully with Paladin. It's possible to make a non-Lawful Monk, though the Martial Artist archetype already did that, and that archetype really synergizes well with Barbarian, the only class I can think of that has to be non-Lawful. Monk and Druid already overlapped, though this gives some more flexibility...

So the only truly unique class combination I'm aware of that Chawful provides is the NG Druid//Paladin. However, it becomes far more valuable for cheese dips, since you can pick pretty much whatever alignment you want, and don't have to alignment shift to get the fun stuff from the other classes. In addition, it frees up Paladin and Monk to worship deities that would normally be banned for them. You can have the drunken Paladin of Cayden Cailean, for example, or the mystical Paladin of Nethys. In short, this trait is powerful, and allows for a lot more flexibility when it comes to class flavor. I like it!

Oh, I suppose it also permits non-chaotic anti-paladins, which means it's finally possible to build that Blackguard character I've always liked the sound of for a villain or anti-hero. A character like that would play a lot like Guy of Gisbourne from the BBC's Robin Hood.


You can never be sure if you're in a ninja romance, because you can never see your partner, and they can never see you, but sometimes you know they're there, watching for the slightest glimpse of your presence, and hoping that you're watching back.


Oh, Tenro, cheese dip Monk of the Empty Hand if it doesn't mess with your alignment too much. It seriously increases your improvised weapon damage. You'd have to retrain Catch Off-Guard, of course, but that shouldn't be too big a problem. Just ask a member of your party to train you during downtime in a feat they have. I assume other party members should be able to serve as teachers for retraining.


Yeah, save healing sneak attacks for undead. They'll hate that!

Going d8 and 3/4 BAB is risky, but I've gotta admire the dedication, Tenro. Being small should help, though. You'll be harder to hit and harder to see. There can be tension between Bard and Rogue, though. Not always, to be sure. A lot of the best rogues can be quite charismatic in a swashbuckling bad boy kind of way, so I expect that could be a lot of fun. If you focus on illusion spells, you should be able to get your Bardic Performance going and make it impossible for enemies to keep track of where you are. You'll really have to focus on avoiding damage while you buff your allies and try to set up flanking as much as possible.


I wasn't suggesting anyone change. Your Druid//Cleric//Bloodrager build is terrifying and a lot of fun.

I was basically windowshopping yet another build I'll probably never get to play. (-sigh- I have SO MANY Gestalt build ideas!) One of the reasons I'm not a huge fan of Brawler//MoMS Monk is because there's quite a bit of overlap. It's great because Brawler replaces the things that MoMS gives up, but part of the fun of Gestalt is getting to do new things with an old class, and Monk//Brawler just doesn't really do that, because Brawler is very similar to Monk thematically (though it might be more fun with a flavorful Brawler archetype).


Oh yeah, MoMS is awesome! If I wanted to go for the ultimate Monk gestalt, I'd go MoMS//Brawler. The one thing that really sucks about MoMS is that you lose flurry. This makes it great for Gestalting with something that normally wouldn't make use of flurry (such as casters, who are mostly taking Monk to get a little beefier and for the added options, or more classic martials, who like getting to use the Style feats). Brawler, of course, fixes this problem, while adding full BAB, a d10 hit die, Martial Flexibility, and even a little AC.

In this game, if I wanted something like a mega-monk, I'd add on either Bloodrager for Rage, spells, HP, and self-buffs, Ninja for precision damage, an expanded ki pool, and access to Ninja tricks (note that Monk ki and Ninja ki are interchangeable, and can be used to fuel ki powers and Ninja tricks, despite being based on different stats), or Warpriest of Irori for some righteous weapon damage, spells, healing, and even more versatility. That's if my goal was to make the most monk-like monk that ever monked.


Druid//Monk is a powerful combination. Lots of great synergy there, especially with Feral Combat Training. Witch adds a lot of fun versatility. Full-level Divine and Arcane casting is nothing to sneeze at. Only weakness I see is a lack of full BAB and D10+ hit die. I'd recommend going for the Unchained Monk to fill those gaps unless you've got an archetype you just have to have.


Eh, I'm just bored and anxious, and I've had a few campaigns recently where real life concerns forced the GM to drop the campaign at this stage.