I'm interested.. particularly after reading some of the posts in gameplay.
4d6 ⇒ (4, 6, 6, 6) = 22 = 18
With these stats I'd normally think kobold, but from what the player's guide says I'd be afraid that'd be problematic. I have an idea for a gnome shifter... we'll see if it works out.
People can get overwhelmed, but most fixes ruin identifying with character>immersion>fun.
1) When my players wield their character sheets like a three-handed weapon, I've had good results with a separate "Attack Options" sheet.
2) Make it clear you want the experience to be enjoyable for everyone, then ask specifically what he wants his character to be able to "do" in game.
I know the bulk of your question/idea comes after this (with entangle etc)... but this works better for what can be done.
>Eastern Weapons: Nodachi; TH sword dealing P or S.
I've been looking for the right game to play a kobold snare setter/underground chemist.
4d6 ⇒ (5, 3, 3, 6) = 17=14
16, 15, 14, 13, 13, 12
Str 11 (15-4)
I'm down for less sneak attack, and I think that reduction could be paired with a distracting strike class feature.
something like this:
1st-- alchemy, inspiration, trapfinding
2nd-- poison resist +2, sneak attack +1d6, distracting attack (as rogue talent)
3rd-- investigator talent, keen recollection, trap sense +1
4th-- swift alchemy
5th-- investigator talent, poison resist +4
6th-- sneak attack +2d6, trap sense +2
7th-- investigator talent
8th-- poison resist +6, some upgrade to distracting attack (ie target is flat-footed to up to a number allies equal to the number of sneak attack dice, but still not yourself)
9th-- investigator talent, trap sense +3
10th-- sneak attack +3d6
11th-- investigator talent, poison immunity
12th-- trap sense +4
13th-- investigator talent
14th-- sneak attack +4d6 (and +5d6 at 18)
add a talent (available at 9th) which makes you able to benefit from your own distracting attack with your iterative attacks.
another talent to be able to spend an inspiration to use distracting strike on a foe without requiring the conditions appropriate for sneak attack.
So... to be clear, you are looking for someone who is able to pilot a Valkyrie? Or are you looking for an actual Mecha pilot class?
I had thought of a tech genius who had been working on a project for an UN Spacy (or whoever) Mecha customization/upgrade which was scrapped or sabotaged because it was a pet project of someone demoted and replaced by a rival. (maybe with influence from a manufacturer who would have a product line become obsolete if the project had come to fruition)
1d10 + 7 ⇒ (6) + 7 = 13
have a few ideas... if you are OK with Dreamscarred Press stuff, maybe cryptic (distorter archetype) High Theft trait.
Add in internal alchemist and plenty of murky water for him to hide in while the poison ticks and so he can set up another calculated strike. I think doing unarmed > adder strike would be fun flavor -or-
I'd like to see in addition to the base game a "fairly cheap" GM client.. gives you a spot for your first instance dungeon in specific starter areas; kobold warrens .. goblin caves etc.. you get an area specific "instance structure" build it with gamified world building tools with "encounter boxes" populate with area specific creatures appropriate CR restrictions and so on ... people who run it and give a positive rating and GM xp which you can spend on some vanity items..
Couple of things you could do with structures to help steer the PvP... as long as you have no military structures your homestead is safe from razing (maybe even leading to adhoc trade cities with little more than bandits and bar fights to worry about). You could make the "limiter" something acceptable to those primarily to strictly interested in PvE.
Wouldn't mind being able to hang out on my balcony, and snipe the occasional wolf or pig-poacher. ... NPCs that show up when you build the appropriate structure .... established no build areas for pathways ... limited paid upkeep time and if you are gone for a couple months NPCs move in (but hold your stuff for you)
Tippy Fullbottle wrote:
Answer: Blade boot in adventurer's armory .. swift action activate, use as off-hand weapon 1d3(s) 1d4(m) 20/ x2 crit ... treat all terrain as difficult while extended (and difficult becomes impassable)...full round to retract blade.
Doom metal ... Earth, Old Man Gloom, some Oxbow. Slow heavy and atmospheric is usually good for the whole session. I used to try to have different music for multiple settings but lost more immersion from trying to find the "right" track than I gained from having music at all.
BTW much love for the music from Arcanum by Ben Houge (mentioned earlier)
They don't get countersong and fascinate, battle dance replaces normal bardic performance, this is what they get performance-wise:
Rain of Blows (Su): At 6th level, a dervish dancer can use his battle dance to speed up his attacks. When making a full attack action, he may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell. This ability replaces suggestion and mass suggestion.
Razor's Kiss (Su): At 8th level, a dervish dancer can use his battle dance to improve his weapons' critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected. This ability replaces dirge of doom.
Leaf on the Wind (Su): At 14th level, a dervish dancer can use his battle dance to evade attacks with unearthly grace and to shake off the effects of his wounds. Unlike other battle dances, leaf on the wind requires a standard action each round to start or maintain the performance. Each round it is maintained, including the first, the dervish dancer gains a +6 dodge bonus to Armor Class and on Reflex saves. If wounded, he heals 1 hit point of damage per bard level. This ability replaces frightening performance.
Yea. I agree with RedPorc's comments. I wouldn't worry about trying to learn everything ... Just skim through the races and class descriptions, read through "how combat works" in the combat section (anything within that heading that you don't understand, look up in the combat section and/or glossary or use the search function in the PRD of this site)
of course it makes sense... show them metachlorians who's boss! (speaking of force)
Everyone has their own ideal way of learning. Things should click more quickly the more they can do themselves (some people are in the habit of not switching into critical thinking mode if there is someone within earshot who has all the answers)...If they are really into it, and they have the right tools, they will learn.
One simple thing that really helped my young ones was helping them work out a "combat options" sheet with their character that includes all relevant bonuses...even though its pretty simple its one less thing to juggle in their head. When its their turn "look at your sheet, what are your options?"
Then run some strat-heavy arena battles to help it sink in. Starting with something like a few of one type of animal, then all melee skellies, then melee and ranged orcs... Arena fights can make the combat rules fun and therefore interesting enough to switch on critical thinking.
As a mad alchemist connected to a demonic cult, he has a few narcotic cocktails that they have used to shame into silence a few key officials and members of the watch (not to mention helping the cult quietly procure perishables for their rituals) PCs have had two run-ins with him..Now that the villain has a reason to law low, those who he has gotten addicted are cut off.
What about an Inquisitor(heretic, sin eater)-5/ Hungry Ghost monk of the Sacred mountain-13/ Unarmed fighter-2 (full snake style)
has decent synergy mechanically, and thematically... decent beef.
You're right... she doesn't have hexes that require a save .. flight and disguise (to appear as children of different races when scouting so she gets a jump on them for seeming harmless)
it would advance witch spell progression... and btw you would have to burn a magic trait on "two worlds magic" to get mage hand for the trickster pre-req..
the reason for the text "you must choose this feat before making an attack roll" is so you can't make the roll, realize that you would still hit with power attack, and turn it on then. It has nothing to do with when that attack comes (on your turn or AoO)
sooo... can't activate it after your turn?
Hung out with my DM and told him my intentions... He said he would not allow a barb to ready an action while raging *shrug*. So now I guess I'll drop the hurling... so I'll probably stick with completely unarmed to help my grappling. So here is attempt 2
that leaves 4 feats for style feats. I am thinking...
The style choices are the overwhelming part for me now... If anyone has input for how to accomplish a surprise round/readied action monster or shore up weaknesses I would really appreciate it. I have until friday to figure it out.
@Brambleman thanks again... looks like MoMS doesn't stack with maneuver master... that would have been very nice ... skipping MoMS for man master is a possibilty. And yeah spear would have been perfect for a barb version. Might try that later with the DM that allows psionics for a soulknife/hurling barb ..throw spear on hurling charge and quick draw free action re-form spear for the end of charge .. tasty...