Dwarven Rager

Anvil Mithrashield's page

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Lelomenia wrote:
More specifics would help. A CR6 clockwork soldier costs 37000 to craft, and WBL at 7 is 23000. And it would basically be a traffic cone against a relevant enemy.

It was a huge animated object. I think we adjusted that appropriately. I don't think there is an issue there.

The issue was the player believes a GM cannot alter RAW as it applies to DC because he owns a book that he thinks says so. He also believe for the benefit of Game Play and others he cannot be restricted or nerfed at a GMs discretion regardless of table rules prior to the start of the campaign.

I have NEVER had to kick a player off my table. I've always been able to either make them see reason or adjudicate the problem to a more suitable manner. I only come to the forums at the players bequest. so long short am I being unreasonable?


Watery Soup wrote:
Anvil Mithrashield wrote:
He insists that I am not following RAW or the spirit of the game.

He is demonstrably wrong, in that ...

Quote:
I have more players to worry about than just him

... the fundamental spirit of the game is an adventure everyone enjoys. You may or may not be following RAW but you are absolutely following the spirit of the game by making sure everyone at the table is having fun.

Note that it's possible your other players don't mind. Maybe they secretly hate combat, and thank Construct Man behind your back. In which case, I argue the spirit of the game would dictate that you allow the constructs - or probably better, adjust the nature of the campaign.

It's more likely your other players will side with you. Even if it means their characters taking a few ineffectual swings with a club before the optimized fighters take out the enemy, it's generally more fun for everyone have something to do.

Thanks for your response!


RAWmonger wrote:

What do you mean by "all NPCs Max is equal to the Player Character -1 level."

The number of NPCs? The total HD of NPCs?

And to the point of his eidolon and construct blocking the hallway, I'm assuming this was in combat? Why don't any people have ranged weapons? Also, you can move through allies, why not try to move through the ally and make an acrobatics check to move through the enemy and then flank them? If all of your players are melee and get stuck in a small hallway to fight, there's always going to be someone or a couple people left out. That seems more like a party composition problem than a one-player problem.

No, each NPC is character level -1 you can have 20 NPCs or more


Meirril wrote:


Even if something is RAW, sometimes RAW is bad for a game. That is a major reason why the GM can override the rules, because they are suppose to keep the game enjoyable for all of the players.

That was my point and point of validation.

The player simply interpreted the rules very favorably not on purpose.

@Lelomenia my rule was it had to be 1 level less than your PCs level and to seek me as to how to apply it. On Undead in the past it was CR -1 for his Juju Oracle. In this instance, I applied CL-1 for constructs. I understand that is not RAW but a consistent table rule. My attempt is to get players to play their characters and tell a story not have NPCs whom technically the GM controls tell the WHOLE story.


Craft Construct.


First, I'm sorry fro bring this here.
Secondly, I'm a GM of 34 years experience.

I have a player, that rather than play his characters, builds characters that create NPCS. I don't persay have a problem with that but, it is getting excessive,takes more time, throws off the CR rating of the campaign and likewise. That in itself isn't the issue, last week, his construct and Eidolon blocked a hallway and essentially no other player could play.

In my mind I've never been an overbearing GM. I let the player build his construct on his time, no rolls, no GM supervision. Well he switched between the regular rules and the alternative as it suited him to mitigate cost creation. I addressed that and we worked thru it satisfactorily.

House rules have been all NPCs Max is equal to the Player Character -1 level no exceptions, no feats, no magical items, nothing changes that. This is an effort to get players to play characters and not NPCs

The player is dissatisfied with that and seeks to buck the system and believes the forum will validate his opinion. I said I would ask so I am.

I said he could feel free to disregard the character level -1 on NPCs but I'd revert to RAW which says all final modified DCs are determined by the GM. That he could expect at the onset of every planned battle I would then include creatures or spellcrafters who could control various NPCs (not targeting the specific player).

He insists that I am not following RAW or the spirit of the game. I have more players to worry about than just him but, wanted to be as fair and impartial as possible. I am only human and have therefore been wrong before.


Suggestions are still welcome!

The big take is at level 10 he does 101dmg per turn if he hits +14 to hit. At level 20 it's at LEAST 234 dmg per turn at least +24 to hit and 8th level druid spells - 16 caster levels and full shape change - huge troll all day...


The current version at level 10 is for homebrew paizo books only.:

Torin Titanmauler (the Great)
Male dwarf druid (goliath druid) 8/fighter (titan fighter) 2 (Pathfinder Player Companion: Giant Hunter's Handbook 20, 21)
N Large humanoid (dwarf)
Init -1; Senses darkvision 60 ft.; Perception +17 (+19 to notice unusual stonework)
--------------------
Defense
--------------------
AC 20, touch 7, flat-footed 20 (+10 armor, +1 deflection, -1 Dex, +3 natural, -1 size, -2 untyped penalty)
hp 105 (10 HD; 8d8+2d10+50)
Fort +17, Ref +5, Will +15 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities, +4 vs. spell-like and supernatural abilities of giants
Defensive Abilities defensive training; DR 5/piercing
--------------------
Offense
--------------------
Speed 20 ft.
Melee (L) +1 impact dwarven longaxe +13 (12d6+27/×3)
Space 10 ft.; Reach 10 ft. (20 ft. with +1 impact dwarven longaxe)
Special Attacks destructive smite (+4, 11/day), hatred, relentless[APG], wild shape 4/day
Druid (Goliath Druid) Spells Prepared (CL 8th; concentration +12)
. . 4th—dispel magic, freedom of movement, ice storm, inflict critical wounds[D] (DC 18)
. . 3rd—neutralize poison, rage[D], remove disease, resinous skin[UC], sleet storm
. . 2nd—barkskin, bull's strength[D], stone call[APG], summon nature's ally II, wartrain mount[UM]
. . 1st—charm animal (DC 15), cheetah's sprint, entangle (DC 15), goodberry, obscuring mist, true strike[D]
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domain Destruction (Rage domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 28, Dex 8, Con 20, Int 14, Wis 19, Cha 5
Base Atk +8; CMB +15 (+16 bull rush, +17 grapple, +17 overrun); CMD 26 (30 vs. disarm, 28 vs. overrun)
Feats Believer's Boon[ACG], Furious Finish[UC], Furious Focus[APG], Improved Overrun, Power Attack, Vital Strike
Traits - custom trait -, - custom trait -
Skills Acrobatics -6 (-4 balance related, -10 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff +8, Climb +8, Diplomacy +17, Handle Animal +10, Heal +8, Intimidate +17, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +10, Perception +17 (+19 to notice unusual stonework), Sense Motive +5, Spellcraft +6, Survival +8, Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Druidic, Dwarven, Giant, Orc
SQ face nature's might, giant weapon wielder, nature bond (Rage domain[APG]), primal bond, primal empathy, primal size, primal summons, rage, trackless step, wild empathy +5, wild shape (giant), woodland stride
Combat Gear headband of unshakeable resolve[UE], wand of cure light wounds, wand of longstrider (50 charges), wand of magic fang (50 charges); Other Gear +1 dragonhide full plate, +1 impact dwarven longaxe[ARG], cloak of resistance +3, cord of stubborn resolve[UE], druid's vestment, knight-inheritor’s ring, backpack, belt pouch, blanket[APG], feed (per day) (5), flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 686 gp
--------------------
Special Abilities
--------------------
Believer's Boon Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Damage Reduction (5/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Destructive Smite +4 (11/day) (Su) Make a melee attack with morale bonus to damage.
Druid (Goliath Druid) Domain (Rage) Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not been implemented yet.
Face Nature's Might (Ex) +4 to saves vs. spell-like and supernatural abilities of giants.
Furious Finish Deal maximum damage and end your rage
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Giant Weapon Wielder (Ex) Can wield 2 handed weapons of 1 size larger, at extra -2 penalty.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Rage (11 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (8 hours, 4/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Alter Self: Large giant) (Troll) (Su) As a standard action, take humanoid (giant) form.
Woodland Stride (Ex) Move through undergrowth at normal speed.


Looking for errors.

I believe it still has flurry wrong but could look for confirmation as to maybe what they should be? I kind of think they should be this: +15/+15/+10/+10/+5/+5/+0


Changes:
Dombrow Longshot
Male devil-spawn tiefling monk (qinggong monk, zen archer) 10/warpriest of Shelyn 10 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 51)
LG Large outsider (native)
Init +4; Senses darkvision 120 ft., low-light vision; Perception +33
--------------------
Defense
--------------------
AC 65, touch 45, flat-footed 50 (+9 armor, +5 deflection, +4 Dex, +11 dodge, +1 insight, +3 monk, +7 natural, +2 sacred, +4 shield, -1 size, +10 Wis)
hp 203 (20d8+100)
Fort +26, Ref +23, Will +31; +1 morale vs. fear
Defensive Abilities sacred armor (+2, 10 minutes/day); Resist electricity 5; SR 22
--------------------
Offense
--------------------
Speed 60 ft.
Melee unarmed strike +23/+23/+18/+13 (3d6+8)
Ranged or
. . (L) lightning bow flurry of blows +30/+30/+30/+25/+25/+20/+15 (2d8+13/19-20/×3+2 flurry) or
. . (L) lightning bow +30/+30/+25/+20 (2d8+13/19-20/×3+2 flurry)
Space 10 ft.; Reach 10 ft.
Special Attacks blessings 8/day (Air: soaring assault, zephyr's gift, Protection: aura of protection, increased defense), channel positive energy 7/day (DC 25, 3d6), fervor 15/day (3d6), flurry of blows, perfect strike 12/day, powerful build, sacred weapon (1d10, +2, 10 rounds/day), zen archery
Monk Spell-Like Abilities (CL 10th; concentration +9)
. . —feather step (self only, 1 ki)[UM]
. . —gaseous form (self only, 1 ki)[UM]
Warpriest Spells Prepared (CL 10th; concentration +20)
. . 4th—blessing of fervor[APG] (DC 24), freedom of movement, restoration
. . 3rd—blindness/deafness (DC 23), channel vigor, deeper darkness, dispel magic, protection from energy
. . 2nd—blinding ray[ARG] (DC 22), darkness, grace[APG], hold person (DC 22), aquatic ironbeard[ARG], life pact[ACG], resist energy
. . 1st—bless, divine favor, doom (DC 21), entropic shield, ironbeard[ARG], obscuring mist, protection from evil, sanctuary (DC 21)
. . 0 (at will)—create water, detect magic, guidance, light, read magic
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 20, Int 14, Wis 30, Cha 8
Base Atk +14; CMB +26; CMD 65
Feats Blessed Striker[ACG], Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Deadly Aim, Divine Interference[UM], Dodge, Fiend Sight[ARG], Fiendish Heritage, Hammer The Gap[UC], Improved Critical (longbow), Improved Precise Shot, Improved Unarmed Strike, Monkey Style[UC], Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Run, Shot On The Run, Touch Of Serenity[APG], Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialization (longbow)
Traits dangerously curious, fate's favored
Skills Acrobatics +30 (+34 to jump with a running start, +42 to jump), Climb +12, Diplomacy +3, Escape Artist +25, Handle Animal +3, Heal +14, Intimidate +3, Knowledge (engineering) +6, Knowledge (history) +6, Knowledge (religion) +8, Perception +33, Ride +8, Sense Motive +14, Spellcraft +6, Stealth +23, Survival +14, Swim +8, Use Magic Device +23
Languages Abyssal, Common, Draconic, Goblin
SQ fast movement, fiendish sprinter[ARG], ki archery, ki arrows, ki pool (15 points cold iron, lawful, magic, silver), prehensile tail[ARG], reflexive shot, wholeness of body (10 hit points)
Combat Gear charm of fate, wand of enlarge person (50 charges), wand of gravity bow (50 charges), wand of haste (50 charges), wand of shield (50 charges); Other Gear lightning bow[UE], belt of physical perfection +6, bracers of armor +8, dusty rose prism ioun stone, headband of inspired wisdom +6, monk's robe, ring of splendid security, masterwork thieves' tools
--------------------
Special Abilities
--------------------
Blessed Striker You attack's are treated as whatever alignment components you and your deity share.
Blessings (8/day) (Su) Pool of power used to activate Blessing abilities.
Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Feather Step (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Fervor (3d6, 15/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Flurry of Blows +15/+15/+10/+10/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Gaseous Form (self only, 1 Ki) (Sp) Self only. Costs 1 ki point to activate.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (15/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monkey Style Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone
Perfect Strike (3d20, 12/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Powerful Build Can function as one size larger where advantageous.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Reflexive Shot (Ex) Make AoO with bow.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sacred Armor +2 (10 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (10 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Shot on the Run When attacking with a ranged weapon, you can move - attack - move.
Spell Resistance (22) You have Spell Resistance.
Touch of Serenity (1 rd, 12/day, DC 30) Target hit by your unarmed attack takes no damage, but may not attack for 1 rd.
Warpriest Channel Positive Energy 3d6 (7/day, DC 25) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Wholeness of Body (10 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Java Man wrote:

Okay, now I feel like a donkey, read a whole bucket of tone you did not intend. Sincere apologies.

First and foremost thanks for your help.

Secondly nothing to apologize for, no offense taken so very appreciative of your help

That said it is NOT learning if there isn't push back. I hear what you are saying BUT,

"Flurry of Blows (Ex)
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons."

I read that as a change of a feat. When you see Flurry of Blows you may apply this logic

SO, I think it is this:

+14, +14, +9, +9, +4, -1

I would additionally point to the monk's skill like Flurry does to justify that;

"At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat)."


Java Man wrote:
Okay Flurry with bow: you will have to use your monk flurry (WP flurry doesn't work w bow) as the base and add your WP BAB to it. So base bonuses of +14, +14, +9, +4, -1.

Ok, I understand your viewpoint on that.

And hero Lab makes no sense on it's Flurry at all.

Under the Special Abilities tab it showes:

Flurry of Blows: 28/28/23/18/13/8/3 monk
Flurry of Blows: 28/28/23/23/18/13/8/3 War Priest

On those I can discern it is adding the +14, +14, +9, +4, -1 and stacking them. As I acknowledge the ability does not stack so those are clearly wrong.

The Weapon page has something completely different with all bonuses turned off it shows 40/40/35/35/30/30/25...

So clearly something is screwy in hero labs. I don't see a way to manually adjust that either in the program.

I think I clearly understand and Hero lab is clearly busted...


Java Man wrote:

I am stating RAW, but as you and I don't read the same, well, I suppose we will not agree.

The final part of the Sacred Fist AC bonus ability you quoted:

This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.

So it counts as the monk ability, per standard rules two instances of bonus from the same source do not stack. But according to the test here your levels in the two do stack. So you have the AC bonus of a 20th level monk.

I was complimenting you actually for a clearer sentence than RaW (solely in my opinion)... it said stack I read stack, hero lab applied stack - I assumed it was right. And that levels stacked as well but, when you wrote it more punctuated it clearly read differently. So you are clearly correct and hero labs and I are clearly wrong.


I think Hero labs is using bab14 and the original monk level for flurry... think...

Which would be wrong because they don't stack.

The champion of faith only gets smite... so it is mostly inconsequential on the build.


Java Man wrote:
Your warpriest and monk Levels stack to determine your bonus, the Bonuses do not stack. So +11 for wis mod and +5 for level up.

Your explanation is so much better than RaW! You are clearly right and Hero Labs is clearly wrong.


First and foremost I am NOT approaching this as an expert.

I am accepting that Hero Labs has a certain amount of expertise.

I am checking your critiques against RaW and hero labs.

I am NOT sure if anyone is reading Sacred Fist but, it has Flurry of Blows.

I know the abilities do not stack.

RaW (is clear as mud): Flurry of Blows (Ex)
At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except the sacred fist’s attack bonus from warpriest levels does not count as his warpriest level.

This ability replaces sacred weapon.

So, what is the base? I think hero labs bases it of BAB.

I read where it should be -2 or 3/4 progression but the Advanced Player Guide does NOT seem to support either of those ideals maybe they are antiquated???


Lelomenia wrote:
You are also adding two +11s to your AC, which appear to be the wisdom bonuses from both classes, which wouldn’t stack. You call one ‘untyped’ and the other ‘wisdom’, but the class features have identical language so the type is the same.

AC Bonus (Su)

A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 dodge bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.


Minigiant wrote:
Champion of the Faith & Sacred Fist Archetypes do not stack I feel bad informing you

I like the work hero labs is doing. The consensus on more than 1 occasion on the forum was they got the weapon sizing wrong and spells wrong when infact they got it right and everyone else got it wrong. I agreed with the board. So, I'm not so quick to think they are wrong.

So, that said my first question is why do you think they do not stack - specifically?

My reading of the rules on archetype "stacking" : https://www.d20pfsrd.com/classes/class-archetypes/ says the only issue is the double 3rd level bonus feat. Which if I understand the rules that only stops the open 15th level feat the sacred fist gets. Per the rules it delays... so, there is an open bonus feat, seems per Hero Lab that gets lost.

Here is the spread sheet
https://www.d20pfsrd.com/classes/hybrid-classes/warpriest/

I am not claiming to be the expert but, I am using Hero Lab's expertise and they seem t suggest this is viable.


His max run is over 600' so fast we believe Hero lab couldn't calculate it anymore.

His max armor is 80+

He gets 8 attacks that can hit! And those can do upward of 100dmg per no critical.

If you get next to him be weary of touch of serenity.

The build was meant to be able to sit outside a fireballs range and snipe casters then everyone else.


Critiques welcome!

Dombrow Longshot
Male devil-spawn tiefling monk (qinggong monk, zen archer) 6/warpriest (champion of the faith, sacred fist) of Shelyn 14 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 60, 128, 130, Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 51)
LG Medium outsider (native)
Init +7; Senses darkvision 120 ft., low-light vision; Perception +34
--------------------
Defense
--------------------
AC 68, touch 48, flat-footed 59 (+9 armor, +5 deflection, +3 Dex, +6 dodge, +1 insight, +1 monk, +7 natural, +4 shield, +11 untyped bonus, +11 Wis)
hp 183 (20d8+80)
Fort +25, Ref +21, Will +32; +1 Luck bonus vs. traps
Resist electricity 5; SR 26
--------------------
Offense
--------------------
Speed 90 ft.
Melee unarmed strike +23/+23/+18/+13 (2d10+7)
Ranged or
. . (L) lightning bow flurry of blows +49/+49/+49/+44/+44/+39/+39/+34 (4d8+12/19-20/×3) or
. . (L) lightning bow +35/+35/+30/+25 (4d8+12/19-20/×3)
Special Attacks blessings 10/day (Air: soaring assault, zephyr's gift, Protection: aura of protection, increased defense), fervor 18/day (5d6), flurry of blows, perfect strike 9/day, powerful build, smite evil 3/day (+0 attack and AC, +14 damage), zen archery
Monk Spell-Like Abilities (CL 6th; concentration +6)
. . —feather step (self only, 1 ki)[UM]
. . —gaseous form (self only, 1 ki)[UM]
Warpriest (Champion of the Faith, Sacred Fist) Spells Prepared (CL 14th; concentration +25)
. . 5th—breath of life (DC 26), holy ice[UM], plane shift (DC 26), spell resistance
. . 4th—air walk, blessing of fervor[APG] (DC 25), death ward, freedom of movement, restoration, spiritual ally[APG]
. . 3rd—beacon of luck, bestow curse (DC 24), blindness/deafness (DC 24), channel vigor, deeper darkness, dispel magic, protection from energy
. . 2nd—blinding ray[ARG] (DC 23), darkness, find traps, hold person (DC 23), aquatic ironbeard[ARG], life pact[ACG], resist energy, status (DC 23)
. . 1st—bless, divine favor, doom (DC 22), ironbeard[ARG], obscuring mist, protection from evil, ray of sickening[UM] (DC 22), sanctuary (DC 22)
. . 0 (at will)—create water, detect magic, guidance, light, read magic
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 18, Int 14, Wis 32, Cha 10
Base Atk +14; CMB +24; CMD 65
Feats Crane Style[UC], Deadly Aim, Divine Interference[UM], Dodge, Fiend Sight[ARG], Fiendish Heritage, Focused Shot[APG], Hammer The Gap[UC], Improved Critical (longbow), Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Monkey Style[UC], Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Run, Touch Of Serenity[APG], Weapon Focus (longbow), Weapon Specialization (longbow)
Traits dangerously curious, fate's favored
Skills Acrobatics +30 (+34 to jump with a running start, +54 to jump), Climb +11, Diplomacy +4, Escape Artist +22, Heal +15, Intimidate +4, Knowledge (history) +6, Knowledge (religion) +8, Perception +34, Ride +7, Sense Motive +15, Spellcraft +6, Stealth +26, Survival +12, Swim +7, Use Magic Device +24
Languages Abyssal, Common, Draconic, Goblin
SQ blessed fortitude, detect alignment, fast movement, fiendish sprinter[ARG], flurry of blows, ki archery, ki arrows, ki insight, ki pool (19 points adamantine, cold iron, lawful, magic, silver), prehensile tail[ARG]
Combat Gear charm of fate; Other Gear lightning bow[UE], belt of physical perfection +6, bracers of armor +8, cloak of resistance +5, dusty rose prism ioun stone, headband of inspired wisdom +6, ring of protection +5, trapspringer's gloves[UE], masterwork thieves' tools
--------------------
Special Abilities
--------------------
Blessings (10/day) (Su) Pool of power used to activate Blessing abilities.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (Sp) As a move action, focus on target in 60 ft to learn if has opposed alignment.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feather Step (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Fervor (5d6, 18/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Flurry of Blows +28/+28/+23/+18/+13/+8/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Flurry of Blows+28/+28/+23/+23/+18/+13/+8/+3 (Su) You can make a flurry of blows, as the monk.
Focused Shot +2 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
Gaseous Form (self only, 1 Ki) (Sp) Self only. Costs 1 ki point to activate.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Insight +3 (Su) Use 1 ki to gain Insight bonus to AC for 1 min.
Ki Pool (19/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Miraculous Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead. On fail, halve effect.
Monkey Style Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone
Perfect Strike (2d20, 9/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Powerful Build Can function as one size larger where advantageous.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Smite Evil (3/day) (Su) As a swift action, gain +0 att, +14 dam, and +0 to AC vs. evil foe in sight.
Spell Resistance (26) You have Spell Resistance.
Touch of Serenity (1 rd, 9/day, DC 31) Target hit by your unarmed attack takes no damage, but may not attack for 1 rd.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Torin Emberhair
Male dwarf druid (goliath druid) 16/fighter (titan fighter) 4 (Pathfinder Player Companion: Giant Hunter's Handbook 20, 21)
NG Huge humanoid (dwarf)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +30
--------------------
Defense
--------------------
AC 36, touch 6, flat-footed 35 (+15 armor, +5 deflection, -1 Dex, +1 dodge, +11 natural, +4 shield, -2 size, -7 untyped penalty)
hp 323 (20 HD; 16d8+4d10+216); regeneration 5 (acid or fire)
Fort +29, Ref +12, Will +25 (+1 vs. fear); +4 vs. spell-like and supernatural abilities of giants
Defensive Abilities defensive training, rock catching; DR 10/adamantine (150 points), 5/piercing
Weaknesses vulnerability to sonic
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee (L) +6 furious furyborn impact keen nodachi +35 (24d8+68/15-20) or
. . (L) +7 furious furyborn impact dwarven longaxe +36 (32d6+69/×3) or
. . (L) dwarven longaxe +29 (24d6+62/×3) or
. . (L) quarterstaff +29 (12d6+62) or
. . bite +22 (8d10+30), 2 claws +22 (8d6+30)
Space 15 ft.; Reach 15 ft. (30 ft. with +7 furious furyborn impact dwarven longaxe, 30 ft. with dwarven longaxe)
Special Attacks destructive smite (+8, 10/day), rend (2 claws, 8d8+26), rock throwing (120 ft.), wild shape at will
Druid (Goliath Druid) Spells Prepared (CL 16th; concentration +23)
. . 8th—earthquake[D], reverse gravity, whirlwind (DC 25)
. . 7th—changestaff, creeping doom (DC 24), disintegrate[D] (DC 24), heal, true seeing
. . 6th—fire seeds, liveoak, moonstruck[D,APG] (DC 23), sirocco[APG] (DC 23), tar pool[UC] (DC 23)
. . 5th—awaken (DC 22), baleful polymorph (DC 22), call lightning storm (DC 22), greater contagion[UM] (DC 22), shout[D] (DC 22), stoneskin
. . 4th—air walk, dispel magic, flame strike (DC 21), freedom of movement, ice storm, inflict critical wounds[D] (DC 21)
. . 3rd—call lightning (DC 20), greater longstrider[ACG], protection from energy, rage[D], resinous skin[UC], sleet storm, thorny entanglement[ACG] (DC 20)
. . 2nd—barkskin, bear's endurance, bull's strength[D], gust of wind (DC 19), lesser restoration, sickening entanglement[ACG] (DC 19), wartrain mount[UM]
. . 1st—cheetah's sprint, entangle (DC 18), obscuring mist, ray of sickening[UM] (DC 18), stone shield[ARG], thunderstomp[ACG], true strike[D]
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domain Destruction (Rage domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 34, Dex 8, Con 30, Int 20, Wis 24, Cha 12
Base Atk +16; CMB +31 (+35 bull rush, +33 grapple); CMD 42 (46 vs. disarm)
Feats Believer's Boon[ACG], Devastating Strike[UC], Divine Interference[UM], Furious Finish[UC], Furious Focus[APG], Greater Vital Strike, Improved Vital Strike, Power Attack, Pushing Assault[APG], Raging Brutality[UC], Shaping Focus[UM], Vital Strike
Traits - custom trait -, reactionary
Skills Acrobatics -5 (+7 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Bluff +11, Climb +11, Diplomacy +30, Escape Artist +14, Fly -6, Handle Animal +24, Heal +11, Intimidate +24, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +13, Perception +30, Ride -2, Sense Motive +27, Spellcraft +10, Survival +30, Swim +11, Use Magic Device +21; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Druidic, Dwarven, Giant, Orc
SQ face nature's might, giant weapon wielder, nature bond (Rage domain[APG]), primal bond, primal empathy, primal size, primal summons, rage, rage powers (powerful blow +5, reckless abandon[APG]), timeless body, trackless step, wild empathy +17, wild shape (giant), woodland stride
Combat Gear juggernaut's pauldrons[UE], wand of haste (50 charges), wand of shield (50 charges), wand of shield of faith (50 charges); Other Gear +5 dragonhide full plate, +4 furious furyborn impact keen nodachi[UC], +5 furious furyborn impact dwarven longaxe[ARG], dwarven longaxe[ARG], quarterstaff, cord of stubborn resolve[UE], druid's vestment, headband of mental superiority +6, horned helm of the wild stag, polymorphic pouch[UE], ring of natural attunement (kami)[ACG], ring of protection +5, ring of resistance +5
--------------------
Special Abilities
--------------------
Believer's Boon Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Damage Reduction (10/adamantine [150 points]) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (5/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Destructive Smite +8 (10/day) (Su) Make a melee attack with morale bonus to damage.
Devastating Strike Deal extra damage when using Vital Strike bonus
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Druid (Goliath Druid) Domain (Rage) Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not been implemented yet.
Face Nature's Might (Ex) +4 to saves vs. spell-like and supernatural abilities of giants.
Furious Finish Deal maximum damage and end your rage
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Giant Weapon Wielder (Ex) Can wield 2 handed weapons of 1 size larger, at extra -2 penalty.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -5/+20 You can subtract from your attack roll to add to your damage.
Powerful Blow +5 (1/rage) (Ex) One attack per rage deals extra damage.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Pushing Assault If you are wielding a weapon in two hands, push the target 5' back instead of dealing power attack damage.
Rage (16 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Brutality (+10) Add Constitution bonus on damage rolls
Reckless Abandon (+/-5) (Ex) Trade AC penalty for to hit bonus while raging.
Regeneration 5 (acid or fire) Heal HP quickly and cannot die.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 ft.) (Ex) You can throw big rocks. They hurt.
Timeless Body (Middle Age) (Ex) You no longer take ability score penalties from aging.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Sonic You are vulnerable (+50% damage) to Sonic damage.
Wild Empathy +17 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (20 hours, At will) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Giant Form II) (Mountain Troll) (Su) As a standard action, take humanoid (giant) form.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


lemeres wrote:
Cold North Leshy wrote:

A note on the large/ huge size in small areas, squeezing sucks,(-4 to hit and AC). There are not a lot of ways to combat this but one that works well is the Universal Monster Abliltiy compression. 1/4 space with no squeezing and 1/8th with squeezing will get you threw most small spots.

The easiest way to get this is the Belt of the Weasel. A dex belt over str isn't ideal but is nice with the combat reflexes. The moving and attacking wile prone can also be nice.

Large might not be too much of a problem (since monsters tend to get bigger at higher levels, and they have to fit too).

Not as much of an issue if you go the off brand goliath route by using earth elementals- they can earthglide.

The final build out is forthcoming. He can always change to medium and just summon creatures and heal. The build premise is that's actually how he starts as a backup tank/ finisher.


First let me say, I appreciate anyone who has answered!

I've been GMing for 35 years, if I learned anything, it's assume nothing. The rules on Trample and Overrun are incredibly vague and poorly written as per the hundred or so threads I've read. I'm satisfied with the answers given if a moderator wants to close the thread???


@Java Man sounds like there is another feat I am missing here is is just Overwatch or?


sorry in advance linking this form me on reference of the ability:

https://paizo.com/threads/rzs2tw0c?Druid-Trample-you-can-attempt-to-overrun


I hate to admit this but, I didn't really understand Overwatch Style, Overwatch Tactician and overwatch vortex could you explain?


Philippe Lam wrote:
Anvil Mithrashield wrote:


My issue with this is not can you get to the other side, my issue is what mitigation is available for a character on the damage? Does everyone need to play a character with evasion to not take damage from this? I'm the GM in my campaign - not the player - seems unbalanced.

Special Attacks trample (2d8+18, DC 29) for example

It's like every effect allowing a save for half, comparison with a Fireball is apt. The two effects need evasion to potentially take nothing, or take an AoO. The DC is difficult to reach sometimes, but the damage is not always backbreaking.

Fireball has spell resistance and a more finite number of uses per day.

I know I am the final say in my game but, I'd feel better if there was paizo text on this subject... on another it says "successful" which again implies there is a chance to not be successful...


Richard Lowe wrote:
Trample wrote:


As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path.
Usually an overrun requires a combat maneuver check (which is an attack roll) to see if it succeeds, however the text for trample tells us that the creature does not need to make a check, therefore there is no attack roll, the trample just happens and the way to avoid the attempt to trample you is by choosing to making a reflex save.

Agreed! My issue is overrun just lets you move thru an enemy occupied square NOT attack. Charge let's you overrun and then there is the part that lets you attack. That attack has a chance for failure because of AC. The word "attempt" to me suggests the attack needs to be made not the CMB.

My issue with this is not can you get to the other side, my issue is what mitigation is available for a character on the damage? Does everyone need to play a character with evasion to not take damage from this? I'm the GM in my campaign - not the player - seems unbalanced.


Penthau wrote:

A question we had a few games ago is can the trampling creature do a double move or just a single move as part of a trample?

I personally find that to be an insightful question because if Trample is NOT a Charge (overrun is a charge) then how is movement's limitation determined?

"Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move."


Zombre wrote:
Anvil Mithrashield wrote:

On a side note. If you read "Overrun" it says as part of a "Charge" you can overrun an opponent. I don't think anyone needs clarification on what Overrun means there... you simple get to the next square - easy enough.

But attacking during a charge requires an attack action.

The way I read trample is you don't need to roll a CMB to overrun your target but, that says NOTHING about damage and an attack.

In my mind Trample is the 2nd part of a Charge whole round action which if you choose to attack and you hit the creature does slam + str×1.5.

“This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path.”

Again, here is the problem. Where does it show what you wrote in official writing?

If you look at linear logic it's simple: Trample is Overrun and Overrun is Charge and Charge says if you wanna damage someone roll an attack. Trample says the overrun part of the charge needs no roll (but, in RAW Overrun does NO damage). Essentially the text for Overrun should say this ability allows you to move thru enemy squares. In my mind Trample damage is the damage done at the end of a Charge attack which requires an attack roll. But, I maintain the right to be wrong!


My main problem is I have open feats. 1 monk zen archer feat, and 2 other base feats.

I could even dump Dodge if I didn't have Crane Style but a suitable replacement is elusive. Focused shot could also be dumped

Barkskin thru ki/ qinggong powers isn't going to be necessary because of Ironskin at +6 should be better.

I looked heavily at Rapid and Many Shot both are mostly pointless with Flurry of Blows. With the Air Blessing from Warpriest Zephyr's gift he should always be attacking at max range and never be close enough for attacks of opportunity so the Snap Shot feat and Combat Reflexes were rather pointless subsequently the same logic made Rapid and Many Shot pointless as you should always be able to spend a full round action with Flurry.

I'm sure I have more things that could be done better any advise is greatly appreciated!


Dombrow Longshot
Male svirfneblin monk (qinggong monk, zen archer) 6/warpriest (champion of the faith, sacred fist) of Shelyn 14 (Pathfinder RPG Advanced Class Guide 60, 128, 130, Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Bestiary 261, Pathfinder RPG Ultimate Magic 51)
LG Small humanoid (gnome)
Init +3; Senses darkvision 120 ft., low-light vision; Perception +33 (+35 to notice unusual stonework)
--------------------
Defense
--------------------
AC 66, touch 48, flat-footed 57 (+8 armor, +5 deflection, +2 Dex, +7 dodge, +1 insight, +2 monk, +6 natural, +4 shield, +1 size, +10 untyped bonus, +10 Wis)
hp 99 (20d8+1)
Fort +20, Ref +18, Will +30
SR 31
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +14/+14/+9/+4 (3d6-1)
Ranged or
. . lightning bow flurry of blows +36/+36/+36/+31/+31/+26/+26/+21 (3d6+4/19-20/×3+8 flurry) or
. . lightning bow +26/+26/+21/+16 (3d6+4/19-20/×3+8 flurry)
Special Attacks blessings 10/day (Air: soaring assault, zephyr's gift, Protection: aura of protection, increased defense), fervor 17/day (5d6), flurry of blows, hatred, perfect strike 9/day, smite evil 3/day (+0 attack and AC, +14 damage), zen archery
Spell-Like Abilities (CL 19th; concentration +17)
. . Constant—nondetection
. . 1/day—blindness/deafness (DC 10), blur, disguise self
Monk Spell-Like Abilities (CL 6th; concentration +4)
. . —feather step (self only, 1 ki)[UM]
Warpriest (Champion of the Faith, Sacred Fist) Spells Prepared (CL 14th; concentration +24)
. . 5th—breath of life (DC 25), cleanse[APG], spell resistance, true seeing
. . 4th—air walk, blessing of fervor[APG] (DC 24), divine power, freedom of movement, persistent vigor[ACG], restoration
. . 3rd—blindness/deafness (DC 23), daybreak arrow[UC], deeper darkness, dispel magic, magic vestment, protection from energy
. . 2nd—air step[ACG], darkness, find traps, hold person (DC 22), ironskin, owl's wisdom, lesser restoration, shatter (DC 22)
. . 1st—charm person (DC 21), divine favor, obscuring mist, protection from chaos, protection from evil, ray of sickening[UM] (DC 21), sanctuary (DC 21), stone shield[ARG]
. . 0 (at will)—create water, detect magic, guidance, light, read magic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 10, Int 14, Wis 30, Cha 6
Base Atk +14; CMB +12; CMD 58
Feats Crane Style[UC], Deadly Aim, Divine Interference[UM], Dodge, Focused Shot[APG], Hammer The Gap[UC], Impact Critical Shot[UC], Improved Critical (longbow), Improved Precise Shot, Improved Unarmed Strike, Monkey Style[UC], Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits dangerously curious, reactionary
Skills Acrobatics +19 (+23 to jump), Appraise +1, Bluff -3, Climb +6, Diplomacy +1, Disguise -3, Escape Artist +20, Fly +3, Heal +13, Intimidate +1, Knowledge (history) +5, Knowledge (religion) +5, Perception +33 (+35 to notice unusual stonework), Ride +5, Sense Motive +23, Sleight of Hand +2, Spellcraft +5, Stealth +30 (+32 when underground), Survival +9, Swim +2, Use Magic Device +21; Racial Modifiers +2 Perception, +2 Stealth, +2 Perception to notice unusual stonework
Languages Common, Gnome, Goblin, Undercommon
SQ blessed fortitude, detect alignment, fast movement, flurry of blows, gnome magic, ki archery, ki arrows, ki insight, ki pool (18 points adamantine, cold iron, lawful, magic, silver)
Combat Gear caltrops (3); Other Gear lightning bow[UE], bag of holding i, bracers of armor +8, dusty rose prism ioun stone, efficient quiver, headband of inspired wisdom +6, monk's robe, ring of protection +5, ring of resistance +5, bedroll, flint and steel, masterwork tool, mess kit[UE], soap, trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Blessings (10/day) (Su) Pool of power used to activate Blessing abilities.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (Sp) As a move action, focus on target in 60 ft to learn if has opposed alignment.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feather Step (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Fervor (5d6, 17/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows +28/+28/+23/+18/+13/+8/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Flurry of Blows+28/+28/+23/+23/+18/+13/+8/+3 (Su) You can make a flurry of blows, as the monk.
Focused Shot +2 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hatred +1 Gain a bonus to attack vs. Dwarves/Reptilian humanoids.
Impact Critical Shot You can bull rush on a critical hit
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Insight +3 (Su) Use 1 ki to gain Insight bonus to AC for 1 min.
Ki Pool (18/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Miraculous Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead. On fail, halve effect.
Monkey Style Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone
Perfect Strike (2d20, 9/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smite Evil (3/day) (Su) As a swift action, gain +0 att, +14 dam, and +0 to AC vs. evil foe in sight.
Spell Resistance (31) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


On a side note. If you read "Overrun" it says as part of a "Charge" you can overrun an opponent. I don't think anyone needs clarification on what Overrun means there... you simple get to the next square - easy enough.

But attacking during a charge requires an attack action.

The way I read trample is you don't need to roll a CMB to overrun your target but, that says NOTHING about damage and an attack.

In my mind Trample is the 2nd part of a Charge whole round action which if you choose to attack and you hit the creature does slam + str×1.5.


Zombre wrote:
Anvil Mithrashield wrote:

Trample (Ex)

As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

"Attempt" to me says chance of failure. Is there one? If so what is the chance (an attack roll)?

Attempt in this case is referring to the creature who has to make the save.

In this part of the description of the special attack Trample it says the following:
Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage.

The last sentence says: If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage.

The bold section highlights the part of what the "Attempt" is referring to. Also, unlike overrun, the targets of trample have to be at least one size category smaller than the creature Attempting to Trample...

I don't wanna say I vehemently disagree with you and while I think your explanation was incredibly lengthy it really is you just rewriting what I can easily read. Did you have an alternative source to verify that is what the "attempt" is? Specifically attempt means chance of failure. Save for half is NOT a chance for failure.


Trample (Ex)
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

"Attempt" to me says chance of failure. Is there one? If so what is the chance (an attack roll)?


"Call animal compels a single animal to come to you. Animals that follow that animal of their own accord act under their own volition; their minds are not affected."

I didn't read where that might happen as a result of a "Call Animal" spell? To my knowledge there is no roll the player makes to succeed in casting the spell, hence no way to fail it. Why would that happen, specifically as it applies to PFS/ organized play?

Perspectively, I've been GMing for 34 years. If it's not in the rules, why would a GM do that (outside of hating druids or disliking a particular player)?


blahpers wrote:

This all works, given the GM's responses in the above scenario.

You have been lucky. Lots of scenarios don't start in a forest. Of course, there are usually other animals more suitable for calling. And you're taking a risk when you call a dire wolf. Things that can go wrong:

1. You might fail your wild empathy check.
2. It might arrive unfriendly or hostile due to circumstances.
3. It might take a very long time to arrive due to distance, which can be a dealbreaker for some scenarios.

All that taken into consideration, though, call animal is still a remarkably useful spell. Have fun with it!

The spell's language specifically says; "indifferent". #2 should never be valid.

If other animals arrive they should also be indifferent. All should go away if the wild empathy checks fail.

#3 "a very long time" I'd think the character failed his knowledge nature check for that to happen. Because the check implies known animal known distance.

Most scenarios in PFS seem to start in a city where the group meets then go somewhere else or such has been my experience. Nature is always all around you and the going somewhere else is plenty of time to use this trick. Also for anyone interested reformation inquisition can be grabbed with a feat so you can use wisdom on your wild empathy checks https://www.d20pfsrd.com/classes/base-classes/inquisitor/inquisitions/inqui stions-paizo/reformation-inquisition/

P.s. I found the "charm monster" my bad thanks!


@Captain Zoom, I'm not sure I get it? Did I write Charm Monster or Charm Animal? A Dire Wolf is an animal, unless you know something I don't? :/


@chromatic Durgon It's because I've got minimum magical items.


@scott, I too like crit focus skills but, I had only 2 feats to play with.

I only am Crit pro when it comes to dmg like this and a 25% change of doing it.

The half elf lets me pick either Fauchard or Elven Curved Blade... I'm under the impression (and I've been wrong before) that the large troll has 10' reach and the huge troll has 15' reach.

I'm sticking with Elven Curved Blade because of Elven Battle Training mixed with Grasping Strike and finally, I have knockdown as a rage power....So I should get my 2 AoOs... Not that I should need them after Greater Vital Strike.

P.S. "God Mode is at lvl 20 with Greater Vital Strike and 8th level spells but, no GVS at level 19 (so 1/2 dmg) because of the +16 to hit requirement of GVS.

And I think this guy is well planned out unless someone has an answer on the "Call Animal" question.

I will post the level 7 and 14 mock-ups later today if anyone wants to see if the build holds water early game (I think it does but, not as melee that is what creatures are for).


... I'm not as familiar with PFS as I'd like but the 3 books I've been in have always started in a forest prior to a dungeon crawl... (Maybe I've just been lucky)?

Question is still in play, does this count toward the animal companion? (I think it is a "summons" because you know "call" and "summons" but???


Thx!


Allow me to introduce the RaW:

https://paizo.com/pathfinderSociety/rpg/additional
Equipment: Only creatures of the animal type of size Large and smaller may be purchased. No eggs are legal for play. A PC can only purchase an animal, mount, or similar creature if its Challenge Rating is lower than that character's level; creatures with a Challenge Rating of 1 or lower are exempt from this restriction, as are horses.

Call Animal (spell)
This spell calls the nearest wild animal of a particular type you designate (provided the animal’s [u]CR is equal to or less than your caster level[/u]) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within the spell’s duration, you are aware of this fact, but the spell is wasted. Knowledge of the local fauna makes this spell more effective, and the GM may permit a Knowledge (nature) skill check (DC 15) to know what animals can be found in an area.

When the called animal arrives, it approaches to within 5 feet of you and remains nearby for the duration of the spell.

Its starting attitude is indifferent, [u]modified by circumstances and interaction[/u]. Other than starting attitude, this spell gives you no special influence or ability to communicate with the called animal, although you may use other spells or abilities to do so.

Gifted Adept (trait)
Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

War Trained Mount (spell)
You instill the target animal with the combat training general purpose (see Handle Animal). This supersedes the animal’s previous trained purpose and any tricks it knows. When the spell ends, it reverts to its previous trained purpose and known tricks.

Scenerio:
Lvl 2 character with Gifted Adept; "Call Animal"
Nature Check: "are there any Dire Wolves in that forest (or similarly large(r) creatures)?
DM: yes there are.
"Call Animal" for Dire Wolf (a CR3 animal)
Feed and pet Animal (GM's discretion if that changes attitude based on "modified by circumstances and interaction" (per Call Animal)).
Attempt "Wild Empathy" check to move from "Indifferent" (as per Call Animal) to "Friendly" or "Friendly" to "Helpful".
If fail, spell; "Charm Monster".
Then cast "War Trained Mount"

Question 1; Does PFS allow Gifted Adept to be used in this way?
Question 2; is this a "pet" or a "summons"? As I understand you can only have 1 Combat ready pet or companion at a time but there is stated limit on summons (example Animate Dead/ Create Undead/ Summon Nature Ally).


I just ran into a real problem trying to figure out the animal system in PFS.

Is Gifted Adept "Call Animal" legal according to PFS?

Example:
Lvl 2 character
Nature Check: "are there any Dire Wolves in this area (or similarly large(r) creatures)(Primal Empathy)?
DM: yes there are.
"Call Animal" for CR3 animal
Attempt "Wild Empathy" (Primal Empathy) check to move from "Indifferent" (Call Animal) to "Friendly". DC 15 vs roll +8 Diplomacy (at 2nd level).
If fail, spell; "Charm Monster"
"War Trained Mount"/ "Animal Purpose Training"

I am likely going to repeat this in the rules forum.

There is a campaign rule embedded in the PFS Additional Resources page saying that, "A PC can only purchase an animal, mount, or similar creature if its Challenge Rating is lower than that character's level; creatures with a Challenge Rating of 1 or lower are exempt from this restriction, as are horses."

Does that effect this trick?


@rorek55 thanks for taking the time to look that up and thanks again for sharing!


This is where the character is currently, I likely will change the curve blade to the fauchard with polearm tactics and remove both winter and entangling strike. But, currently this is the build:

Shade Wyrmsbane
Male half-elf druid (goliath druid) 16/fighter (titan fighter) 4 (Pathfinder Player Companion: Giant Hunter's Handbook 20, 21)
CN Huge humanoid (elf, human)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +20
--------------------
Defense
--------------------
AC 26, touch 6, flat-footed 26 (+9 armor, +11 natural, -2 size, -2 untyped penalty)
hp 271 (20 HD; 16d8+4d10+164); regeneration 5 (acid or fire)
Fort +22, Ref +6, Will +17 (+1 vs. fear); +4 vs. spell-like and supernatural abilities of giants
Defensive Abilities rock catching; DR 10/adamantine (100 points), 5/piercing
Weaknesses vulnerability to sonic
--------------------
Offense
--------------------
Speed 50 ft. (40 ft. in armor)
Melee (L) +1 impact keen elven curve blade +20 (24d8+60/15-20) or
. . (L) +1 impact keen falchion +24 (24d6+60/15-20) or
. . (L) quarterstaff +23 (12d6+59) or
. . bite +21 (8d10+44), 2 claws +21 (8d6+44)
Space 15 ft.; Reach 15 ft.
Special Attacks destructive smite (+8, 7/day), rend (2 claws, 8d8+26), rock throwing (120 ft.), wild shape 7/day
Druid (Goliath Druid) Spells Prepared (CL 16th; concentration +20)
. . 8th—earthquake[D], reverse gravity, whirlwind (DC 22)
. . 7th—changestaff, creeping doom (DC 21), disintegrate[D] (DC 21), heal
. . 6th—fire seeds, liveoak, moonstruck[D,APG] (DC 20), tar pool[UC] (DC 20)
. . 5th—baleful polymorph (DC 19), call lightning storm (DC 19), shout[D] (DC 19), stoneskin, wall of thorns
. . 4th—dispel magic, echolocation[UM], flame strike (DC 18), freedom of movement, ice storm, inflict critical wounds[D] (DC 18)
. . 3rd—call lightning (DC 17), rage[D], resinous skin[UC], spike growth (DC 17), thorny entanglement[ACG] (DC 17), greater thunderstomp[ACG]
. . 2nd—animal purpose training[ACG], barkskin, bull's strength[D], fog cloud, resist energy, wartrain mount[UM]
. . 1st—call animal[APG], charm animal (DC 15), frostbite[UM], longstrider, obscuring mist, true strike[D]
. . 0 (at will)—detect magic, flare (DC 14), guidance, know direction
. . D Domain spell; Domain Destruction (Rage domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 34, Dex 10, Con 26, Int 12, Wis 18, Cha 9
Base Atk +16; CMB +25 (+27 grapple); CMD 38 (42 vs. disarm)
Feats Believer's Boon[ACG], Devastating Strike[UC], Furious Finish[UC], Furious Focus[APG], Grasping Strike[ACG], Greater Vital Strike, Improved Devastating Strike[UC], Improved Vital Strike, Power Attack, Raging Brutality[UC], Vital Strike, Winter's Strike[ACG]
Traits gifted adept, reactionary
Skills Acrobatics -5 (-1 to jump), Bluff +10, Climb +11, Diplomacy +19, Fly -5, Handle Animal +19, Heal +10, Intimidate +17, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +9, Perception +20, Profession (merchant) +14, Ride -1, Spellcraft +15, Survival +10, Swim +11
Languages Common, Druidic, Elven, Giant
SQ elf blood, elf druid, face nature's might, giant weapon wielder, nature bond (Rage domain[APG]), primal bond, primal empathy, primal size, primal summons, rage, rage powers (guarded stance +3, knockdown[APG]), timeless body, trackless step, wild empathy +15, wild shape (giant), woodland stride
Other Gear dragonhide full plate, +1 impact keen elven curve blade, +1 impact keen falchion, quarterstaff, cord of stubborn resolve[UE], good berries 128 (0.5 lb), 50 gp
--------------------
Special Abilities
--------------------
+5 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Believer's Boon Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Damage Reduction (10/adamantine [100 points]) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (5/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Destructive Smite +8 (7/day) (Su) Make a melee attack with morale bonus to damage.
Devastating Strike Deal extra damage when using Vital Strike bonus
Druid (Goliath Druid) Domain (Rage) Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not been implemented yet.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Face Nature's Might (Ex) +4 to saves vs. spell-like and supernatural abilities of giants.
Furious Finish Deal maximum damage and end your rage
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Giant Weapon Wielder (Ex) Can wield 2 handed weapons of 1 size larger, at extra -2 penalty.
Grasping Strike (5/day, DC 24) When using VItal Strike, cause opp to be entangled for 1 min (Ref negates).
Guarded Stance +3 (8 rounds) (Ex) Gain a +3 dodge bonus to AC vs. melee attacks while raging.
Improved Devastating Strike Gain bonus on rolls to confirm critical hits
Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -5/+18 You can subtract from your attack roll to add to your damage.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Rage (16 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Brutality (+8) Add Constitution bonus on damage rolls
Regeneration 5 (acid or fire) Heal HP quickly and cannot die.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 ft.) (Ex) You can throw big rocks. They hurt.
Timeless Body (Middle Age) (Ex) You no longer take ability score penalties from aging.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Sonic You are vulnerable (+50% damage) to Sonic damage.
Wild Empathy +15 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (16 hours, 7/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Giant Form II) (Mountain Troll) (Su) As a standard action, take humanoid (giant) form.
Winter's Strike (5/day, DC 24) When using Vital Strike opp must make Fort save or become fatigued for 4 rds.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Slyme wrote:
rorek55 wrote:
Slyme wrote:
If you want to play godmode
I find this immensely humorous of being said about a martial character.

Thankfully PFS avoids a lot of the insane caster shenanigans simply by ending most of the adventures before casters get to that level. Magus' with their 15-20 crit range intensified maximized empowered quickened shocking grasp antics are always fun to deal with though.

I still hold the opinion that the core druid, with no archetypes at all is the most powerful class in the game if you understand their spell list.

I agree, I think a base druid is one of the most powerful characters in Pathfinder! I can't remember EVER having anyone play a druid at my table. This is my first time to seriously dive into a build in Pathfinder. The wording on a druids spells and abilities is confusing. I've read 2 dozen (incomplete) druid handbooks trying to figure this stuff out (have yet to see a complete one). As soon as I think I finally have a grasp on it, I find out I was supposed to know these two abilities don't stack because they effect the [u]exact[/u] ____ in the same way (though you could never tell that from reading the RaW). It has been incredibly frustrating.


rorek55 wrote:
Slyme wrote:
If you want to play godmode

I find this immensely humorous of being said about a martial character.

As for the furious finish reading... RAW you will be fatigued. Full stop. It doesn't matter if you are immune, immunities are more general than this feat, which states that, no matter what other abilities you have, you are still fatigued.

https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-vipe r/

The viper as written reads; "Melee bite +5 (1d2–2 plus poison)", your argument is: because of RAW a Druid's 9th level venom immunity is pointless.

It's not that the character is "NOT" fatigued, the cord gives an alternative to what "fatigued is"

Fatigued
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

The cord's text reads; "ANY effect which would cause the wearer to become fatigued deals an additional 1d6 points of nonlethal damage INSTEAD.

Just the way games are designed, the feat 99% of the time is designed first then the magical item providing the combo.

Building a character with synergies and combos is not God-mode, it's how a well prepared player builds a [u]hero[/]! As a very seasoned GM over countless RPGs, I can always find a players "Achilles' Heel" without resorting to an Arrow of Slaying, a Tarrasque, or a dragon falling from the sky.


lemeres wrote:

When I see a goliath druid, I always feel like suggesting a reach build. Just look at that stat block- 15' reach, and you don't even need to try in order to have reach dominance, just grab whatever big smashy thing you like.

Just imagine it- it is the enemy's turn, they even take a single step towards you, and then you get to throw your couple dozen d8's at their faces. And then they don't have faces anymore. And you don't even need to put any of your own action economy into this.

For a reach build, the most basic feat addition would be combat reflexes (you don't have a dex bonus, but this still lets you get AoOs in the surprise round). The other suggestion is typically lunge... but it is less essential when you have 15' reach and using regular 2 handed weapons (lunge is highly uses for positioning purposes on medium creatures with a polearm). But... being able to full attack 25' out after you 5' step is still highly useful. So it is worth considering.

"reach build"??? Could you share your thoughts on feat or how to build it? I have 2 extra feats I can comfortably move around.

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