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Bodyguard is helpful to boost allies AC. The mythic burst through ability, allows me to charge through both allies and enemies squares. While going through enemies I can overrun. Dragoon styles from what I can tell only gives me the benefit of charging through difficult terrain. Which is helpful, but is also solved with a pair of boots.


Hello everyone, so im playing in a Wrath of the RIghteuosness adventure path. Currently at in the middle of the third book. 10 th lvl, 3 tiers of mythic. So far, i feel my charcter is overly powerful, due to capatalizing on AoO's. however, i keep the party safe as best as i can by being seriously mobile. Here's my build so far.

Bastion Vanderglyph
Tiefling with powerful build racial ability
6 lvls Fighter with Lore Warden and Martial Manuevers archetypes
4 lvls Monk with Manuever Master archetype

1) fighter-Combat Reflexes, dodge
2) Monk- improved Unarmed, Improved Trip
3) Monk- Improved Overrun, Mobility
4) Monk-
5) Monk-Power Attack, Vicious Stomp (bonus feat from story)
6) fighter/Mythic 1-Combat expertise, Combat Patrol, Dual Path (mythic)
7) fighter/mythic2- Improved Reposition
8) Fighter/mythic 2- Tactical Repostion
9) Fighter/mythic 3- Felling Smash, Combat Reflexes(mythic)
10) Fighter/mythic 3- Lunge

the martial flexibilty feats will be any greater maneuver feat, like greater trip and such, depending on whats needed.

Mythic paths is champion and guardian
Fleet charge and sudden block are the two abilities i choose
mythic abilities will be Impossible speed, Burst through, and retributive reach

basically the concept is to use a transformative reach weapon giving me access to a base threat range of 20' with lunge, then with combat patrol 30'. then with any activity that provokes, move to target, trip, provoke AoO, the another from being prone. Since with Combat Patrol i can move anytime something provokes in my threaten range, i can constanlty move and dish out lots of attacks to everyone. i'd have a minimum movement of 70' so i'd be able to cover a lot of ground. so, starting combat, charge furthest enemy, overruning as many as possible with greater overrun on, and vicisous stomping them as i run past if they fall prone. once in position, activating combat patrol, then follow up with lots of smacking around.

is this a viable concept, and what could i add to inprove it?
thanks for you time. :D


Basically my question is , would unholy blight damage the Chaotic Good Aasimar ranger as a good creature or as a good outsider. The spell does two sets of damages based on what alignment and creature type you are. I had ruled it as the aasimar and the Chaotic Good teifling both got damaged as a good outsider since the spell didnt say they had to be of a good subtype like many other spells and abilites state in their definitions. I know that the aasimar and teiflings are outsiders that are native, but both have good alignments. This of course brought about a large dispute in players. Anyways, your thoughts are most welcomed. Thank you for your time.


also, the extra arms add a bonus to grappling checks i believe.


ah i see. hmm.. it is flavorful and does sound super fun, but i do see the flaws. it would also be heavily magic gear dependent. I was also counting on the polymorph extracts to also help out with different situations.


also, freedom of movement can be dispelled, so thats also not too much of a hinderance. i'm sure with a well built party, it would work out, but who knows. this is just an idea to play with.


yeah, thats correct, 3 monk, 17 vivisectionist. CMB shouldnt be too much of a problem, but haven't quite checked it totally through.


Heya everyone. I was looking to build a grappler with as many options as possible while allowing for the most damager per grapple attempt. Anyways, here goes. ill do a lvl break down, so it will also make sense to myself. :D

Human
Monk with Maneuver Master archetype
Alchemist with Vivesectionist archetype

1: Feat: Combat Reflexes
1: Human Feat: Vicious Stomp
1: Monk Feat: Improved Unarmed Combat
1: Monk Feat: Improved Trip
1: Monk Ability: Flurry of Maneuvers
1: Monk Ability: Stunning Fist
2: Monk Feat: Improved Grapple
2: Monk Ability: Evasion
3: Feat: Strangler
3: Alchemist Ability: Brew Potion
3: Alchemist Feat: Throw Anything
3: Sneak Attack: 1d6
4: Monk Ability: Fast Movement
4: Monk Ability: Maneuver Training
4: Monk Ability: Maneuver Defense
5: Feat: Sap Adept
5: Alchemist Discovery: Chameleon
5: Alchemist Ability: Poison Use
6: Alchemist Ability: Swift Alchemy
6: Sneak Attack: 2d6
7: Feat: Knockout Artist
7: Alchemist Discovery: Lingering Spirit
8: Sneak Attack: 3d6
9: Feat: Sap Master
9: Alchemist Discovery: Bleeding Attack (Rogue Talent)
10: Sneak Attack: 4d6
11: Feat: Greater Grapple
11: Alchemist Discovery: Extra Arm
12: Sneak Attack: 5d6
13: Feat: Pinning Knockout
13: Alchemist Discovery: Extra Arm
14: Sneak Attack: 6d6
15: Feat: Greater Trip
15: Alchemist Discovery: ???
16: Sneak Attack: 7d6
17: Feat:
17: Alchemist Discovery:
18: Sneak Attack 8d6
19: Feat:
19: Alchemist Discovery:
20: Sneak Attack 9d6

So, basically the idea is to get into grappling, and then deal a nice amount of sneak attack damage to the enemies. i know this probably isnt the best way to go about this, but this will allow me many different forms to grapple with. also give me the most amount of ability to get around the battlefield.

anyways, if anyone could drop some insight into this build and see where my flaws will be at and offer any additional options, that would be great. thank you for your time.


ah, okays. didn't see swashbuckler precise strike deed. that makes sense now. thank you.


sorry to be a bother, but how did you get the +31 to damage? most i can get is +16... if you could explain your damage set-up, that would be great.


Hello Y'all,

So, in our adventure today. our cleric was surprised surrounded by 8 zombies. how it happened, well it did. anyways, our cleric decided that the best route was that turning undead would be the best since, me being a ranger, could just pick them off with my bow. So the cleric does his cleric thing, and Turns Undead. he manages to turn 5 of them. Now, since the cleric is doing the turning, do the undead flee their movement speed immediately, or do they flee on their turn? It made the most since to me, for this to have an immediate effect and the undead would have to flee, which would after cause a bunch of Attacks of Opportunity.

So, anyways, i guess my main question is. When do Targets of Turn "monster" flee? on the clerics turn, or the flee'er's turn?

Thank you and have a great day.