Zorgus

Apraham Lincoln's page

RPG Superstar 9 Season Star Voter. 359 posts. No reviews. No lists. 1 wishlist.




Consider that i have a base move of say 30, and a fly speed of 30 with average fly skill, and enough acrobatics and abilities to jump my entire move from a standing start.

Under what circumstances would it be better to jump my move as opposed to flying my move or moving my move (with enough acrobatics to reasonably move thru' threatened squares at full move against average mooks)


So ive been looking again at building a grapple based druid monk but since the change of imp Nat Att and Feral combat training since protos FoF guide i thought it was defunct. But looking again and some odd choices i think i have something that might work at 11th level and may even be pfs (not that familiar with pfs so dont hold your breath) and all done without INA or FCT.

Initial race choice: This is a really feat starved build so you would think human. But there are so few feats needed that are low enough level that i dont think its worth it. This build is with dwarf stats in mind as CON and WIS are close 2ndary stats and at certain points WIS may even be better than STR. slow and steady and hardy traits are very handy to have. If you go human you have another feat. Enjoy it :)

Traits: Beast of society is just great for druids. Birthmark is good as much needed resistance to charms and takes care of divine focus requirments.

Levels 1-4::
Druid. Almost any archtype that doesnt alter wildshape (you need it to start at 4th level) or stop you choosing animal domains.
I recommend Blight druid. You need to take crocodile domain. This gets you a little crocy familiar and the excellent deathroll ability. Does this allow you to grapple large targets? I dont know but it seems to. Even if you only get the bonus damage and bonus to grapple check it would still be good. And savage jaw as a domain spell. Check with your gm but croc domain is still good.
The feats you choose here at 1st and 3rd level are meh and to be re-trained at 4 and 8 so really they can be anything
AT 4th level you can start to wildshape.

Mostly shileighly. hit things.

Level 5-7::
Unchained Monk. You are here for WIS to dex as you will never be armoured and (thanks to being dwarf) never encumbered. Unarmed strike is here giving us a 1D6 strike and a decent and easy to use flurry. evasion, fast movement, stunning fist ki strike and ki power are just gravy at this point. it has to be unchained as we really need the high BAB to qualify for feats. pick up imp grapple (yay) and combat reflexes (meh) as bonus feats.
Feats. At 5th, retrain your 1st level feat into shaping focus (remember points in know nature) Get kraken style (adds WIS to grapple check damage)at 5 and greater grapple at 7. thats a sweet +4 to grapple and another +2 on top to maintain a grapple. you wildshape into large creatures using UAS (now at 1d8 for large) to start grapples or flurry as you see fit. The natural attacks of the form are largely irrelevant.

More grapple uses now in wildshape forms and you get grab. Start to use the briliant scale spikes druid spell giving you +1 armour spikes that you are proficient with. they add 1d8+1(as large) damage to grapples

Level 8-9::
Brawler (strangler). Only here for the sweet sweet combat feats. Doesnt normally stack with monk but as we are traidng out both flurry and UAS from brawler i dont suppose it matters. What we do get is 2D6 sneak attack that we can always do in a grapple. We also get to keep our DEX in a grapple helping survivability.

You now start to wildshape into large forms now and constrict comes online. Retrain you 3rd level feat into Final Embrace at 8th (you should be eligable, this maybe a sticking point. if not buy a belt of anaconda coils.) Bonus feat gets us final embrace horror. level 9 feat picks up kracken wreck style feat to get another +4 to grapple damage and maybe wreck armour/weapons (more about this later)
You will only be eligable to use the final embrace line of feats if you wildshape into a form that has constrict. final embrace gives you grab and constrict but doesnt say on which attack you get grab.As you can use your UAS as your constrict damage then i think you can use your UAS as having grab. If not grapple as normal. Grab and constrict upto our size.

You will now be wildshaping into huge forms with constrict. Your unarmed attack routine will be +8/+8/+3 with a flurry all maybe with grab. unarmed damage and constrict damage will be 2d6. armour spikes will now be doing 2D6+1 extra damage on a grapple. And 2D6 sneak attack. And WIS+4. maybe you will cast aspect of bear for +4 CMB, maybe vine strike for extra 1d6 damage. And you havent even used martial training yet.

Level 10 and 11: :
Sacred fist warpriest. These might as well count as more monk levels for the purposes of UAS, AC bonus and flurry (although flurry wont really work as we already have UcM flurry and wont get enough combined levels to gets us a 2nd extra attack). Nice few uses of fervor for swift cleric buffs.
at 11th you will finally have enough BAB to pick up final embrace master and you can use MT to pick up rapid grappler.
Darkness and scalykind blessings give us blur and +1 nat AC.

You will now be attacking as a huge creature (who may or may not be able to grapple colossal creatures with death roll) with an unarmed strike 3D6, 6D6 constrict 2d6 in a grapple sneak attack, 2d6 armour spikes. adding wis+4 as a standard, move and swift actions with a +4 to grapple and more to maintain. and they're shaken on top. thats without wands of strong jaw or greater scale spikes.

Where you go from here after is open. You could go 4 more levels of druid. gets you powerful build, definitly allowing the grappling of colossal creatures. It may even stack with death roll as one is a virtual size increase and the other effects how much bigger than you a traget must be to grapple. Also freses you from the use of wands of SJ and G ScSp. and adds 1D6 from croc domain.
You could get 1 more levels of UnMk, getting still mind and opening up monastic legacy. 1 more level of sacred fist gets to fort save for 0 stalwart ability and a style feat at 6th. both continue to advance UAS. At 2oth level i recommend 8 levels of druid, 2 levels or brawler, 6 levels of scared fist and 4 levels of unchained monk. with monks robe you will be getting 2d6 unarmed (4d6 huge) with 7 combined levels of monk and sac fist.

You should also consider deadly grappler feat to increase damge die of armour spikes in a grapple and maybe you want natural spell to cast.

Small note on FCB: Druid gets more deathrolls: Monk and brawler get ability to ignore hardness of stone/rock/metal etc. Kracken wreck allows you to do a crush attack doing unarmed damage to armour and a bonus to ignore armour. if these work together (im not sure they would but it would be nice if someone got some use out of these FCBs that i might allow it) then maybe that could be a nice extra treat/combo. Otherwise get HPs

Is my logic sound? any mistakes? anything im missing


Does a warlock ignore arcane spell failure for casting in armour?
They still have proficiency but nothing in the casting section mentions arcane failure so default position would be yes, they do suffer from arcane spell failure.
If this is the case then surely there is room for arcane armour casting talent. If not then some reminder text explicitly saying they can cast in armour would be nice. (In fact reminder text in either case would be useful as there is no text about armour that i can see)


Say i had a 4 Oracle/1 draconic sorcerer with the scaled disciple feat

Scaled Disciple:
Scaled Disciple (Kobold)
Your draconic heritage manifests as divine power.

Prerequisite(s): Ability to spontaneously cast divine spells, kobold.

Benefit(s): You gain a +1 bonus to your caster level when casting spells included in the dragon domain* or subdomains. Your spontaneous divine spellcasting qualifies in place of arcane casting for the dragon disciple prestige class, and you may increase spellcasting in your spontaneous divine class as you progress in dragon disciple levels. Add the bonus spells gained from the blood of dragons ability to those you can cast as divine spells.

Level 6 i am good to take 1st level of dragon disciple yes?

Level 7 I get DD2 and increase either
a) Orcale spellcasting level
b) Sorcerer Level
c) Both?

Spells gained thru advancing draconic heritage thur blood of dragons (! sorc + DD) are added to both sorcerer and oracle spells known lists?


Can a witch who is also a barbarian use hexes whilst she rages as a barbarian. Sure some dont make sense such as cauldron, but what about cackle or misfortune? As (Su) abilities do they get round that require patience disclaimer from rage? They certainly seem in flavour (especially cackle)

How about a Scarred Witch Doctor that uses CON for all spell dcs and effects. Does this even mean that a SWD can cast during a rage? (I'm guessing not, just putting out there as devil's advocate)Pain and rage would seem to go well together.

Oops, should be in rules questions i s'pose.


Just a short question before game start but is a whip enough of a ranged attack to benefit from pint blank shot?


1 person marked this as a favorite.

I was playing around for a half orc battle oracle but noticed that most of the things that i wanted were in the orc blood line for sorcerers. Remebering the paragon prestige classes from 3.5 i threw this together, figuring that the oracle class would best suit a half orc (or orc) paragon.

Most of it is copy/pasta from other revelations and the orc bloodline for sorcerors.

Suggestions/fixes/omgawdbrokenlol always appreciated.

Orc Mystery:
Orc Oracle Class Skill: Survival, Intimidate

Bonus Spells: enlarge person (2nd), bull’s strength (4th), rage (6th), divine power (8th), flame strike (10th), transformation (12th), destruction (14th), frightful aspect (16th), meteor swarm (18th).

Revelations: At 1st, 3rd, 7th, 11th, 15th, and19th level, choose from a revelation from below.

Orc Reborn (Ex): You gain the orc subtype, including darkvision 60 feet. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Blood Rage (Su): As a move action, you can call upon your orc ancestors to grant you extra bravery in battle. You gain a +1 morale bonus on attack rolls, damage rolls, and Will saves for a number of rounds equal to your Charisma bonus. At 7th level, this bonus increases to +2, and at 14th level this bonus increases to +3. You can use this ability once per day, plus one additional time per day at 5th level, and every five levels thereafter.

Greater Weapon Familiarity (Ex): Choose a weapon with Orc in the name or a greataxe or falchion. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Born for War (Ex): You gain proficiency in all martial weapons and heavy armor.

Greater Ferocity (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.

Orc Tusks (Ex): You gain a bite attack that does 1D4 (1D6 if you have the Toothy racial trait) points of piercing damage. This is a primary natural attack, or secondary if using a weapon. At 8th level you add Strong Jaw as a bonus 4th level spell.

Giant Stride (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame curse may not choose this revelation.

Fearless (Ex): You gain a +4 bonus on saving throws made against fear and a +1 natural armor enhancement bonus. At 9th level you gain immunity to fear and your natural armor bonus increases to +2.

Strength of the Beast (Ex): You gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level. You must be 9th level to choose this revelation.

Power of Giants (Sp): You may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments. You must be 11th level to choose this revelation.

Final Revelation: Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.


1 person marked this as FAQ candidate.

Is scorpion style a style feat?

If no then i can use it with other style feats such as boar style or dragon style.

If yes, preventing me from combining as above, does that mean (or imply) that if the monk class were written today with knowledge of style feats, that the style feats would appear on the monk bonus feat list?


Celestial Armour is considered one of the best armours to wear if you are a rogue due to its Light armour proficiency. So my rogue asks the party wizard to craft him some. Problem is that the crafter must be good.

Celestial Armor
Aura faint transmutation [good]; CL 5th
Slot armor; Price 22,400 gp; Weight 20 lbs.
DESCRIPTION
This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

CONSTRUCTION
Requirements Craft Magic Arms and Armor, fly, creator must be good; Cost 11,350 gp

Now looking at the spells required and the effects of wearing the armour why must the crafter be good? Would it be fair to allow a non-good crafter to craft the exact same armour except that's its aura is faint transmutation neutral or evil or even no alignment restrictions at all?


Here is a monk archetype i have been playing around with for a home brew game i am part DMing. Any critique is welcomed as i would like to see if it feels balanced.

Body Mechanikal (Monk Archetype) The Body Mechanikal Monk treats his body as the machine it is and has mastered several techniques that allows him to keep it functioning beyond what a flesh and blood body could. With further training, even extreme damage can be recovered from. After all, the tools are all there, already in his own body.

Powerful Flurry (Ex): The Body Mechanikal has learned to leverage his muscle and bones to deliver powerful blows. At 1st level he gains Power Attack as a bonus feat, even if he does not meet the prerequisites. His BAB for the purposes of this feat is equal to his monk class level. In addition, he is treated as using a one handed weapon with two hands while making a flurry of blows allowing him to add 50% to the power attack damage bonus. Note that this does not allow him to add 50% strength bonus. At 4th, 12th and 20th level he reduces the penalty for using Power Attack by 1.This ability replaces Stunning Fist.

Internal Maintenance (Su): At 4th level, as long as he has 1 point of ki in his ki pool, a Body Mechanikal does not need to eat or drink. At 6th level he no longer needs to sleep as much as a normal member of his race. He only needs 2 hours sleep a night to gain the full benefit of a full nights sleep. As long as his ki pool is not empty, it takes only 2 hours to refresh through rest or meditation. If his ki pool is ever empty then he needs to eat, drink and rest normally until his ki pool refreshes following 8 hours rest or meditation. At 8th level he can cast either lesser restoration (for 3 ki points) or restoration (for 4 ki points and 100gp in reagents) upon himself. This replaces Slow Fall and all its improvements.

Self-Repair (Su): At 15th level, a Body Mechanikal can cast Regenerate upon himself by spending 4 points from his ki pool, using his monk level as his caster level. If he is unconscious and has ki points left, he can activate this ability to bring himself to consciousness. At 17h level he gains an enhancement bonus to Fast Healing of 2 as long as he has ki points left. This increases by +1 each level up to +5 at 20th level. This ability replaces Quivering Palm and Tongue of the Sun and Moon.

Perfect Machine (Su): At 20th level, the Body Mechanikal becomes a construct, albeit one made from flesh and blood and bone, and takes on some of the immunities and penalties of one. He is forevermore treated as a construct as well as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Healing effects, other than those that he uses upon himself or from this archetype, cease to have any effect, but repair spells start to work at full effect. He no longer needs to eat, breath or sleep and becomes immune to death effects, necromancy effects, paralysis, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, bleed effects, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
He cannot be brought back to life other than through use his Regenerate ability (Auto Repair). This replaces Perfect Self.