I had some questions about Knot Expert. 1. Do you suffer the -4 penalty for not grappling with 2 hands. Do I need greater whip mastery to alleviate this? 2. I assume this can be combined with Uncanny Grapple. Using a grappled opponent as a weapon, is it still considered two handed or just one handed if the whip is being wielded one handed? 3. Knot Expert also qualifies you for the Final Embrace chain so this should allow you to (at least for same size opponents) to get the constrict off without spending a swift action to grapple. Is this correct? Thanks
I have been kicking around a concept for a while to make feinting viable. What I came up with is a little unconventional as it does not really need any of your standard feinting feats. Not exactly sure how to bring it together though, so any help is appreciated. Basic ingredients: valet familiar, feint partner Now this is really all you need, but isn't not very effective. Most base familiars don't threaten--do you need to threaten to feint?. They also have horrible charisma scores. But I suppose a monkey on your shoulder with a tiny longspear would work. But if we build on this with a raktavarna familiar, things get interesting. So this would need improved familiar to work. Picture the rogue advancing with a rapier in one hand and a jeweled dagger in the other. "Wait! That dagger is a demonic snake! You fooled me, Mr. rogue. By all means, stab away." Horrible humor aside, this will get you one sneak attack per round but will allow you to full attack since the familiar is spending the action to feint, not you. Add in improved feint partner and you can do it on an AoO. I am assuming this is possible when the raktavarna changes shape into a 'living object' although I am not quite sure what that means. Feinting can mean just about anything, so it should be able to do this. But one sneak attack per round isn't all that exciting. If you add in improved feint partner and paired opportunists, now you might have something. Your attack routine would be for the familiar to feint, you sneak attack on an AoO, you feint as a standard provoking for the familiar and then taking another AoO (via paired opportunists) for another sneak attack. To be on the safe side, I guess you'd have to add in evolved familiar so the familiar actually threatened. I'd assume you holding it wouldn't be enough. But what would that be for? Evolved familiar: point end of dagger? Here is where I am looking for some input on whether you need this or how it would work. From here, we can add on whatever we like, but more teamwork feats would be fun: pack attack, seize the moment, team pickpocketing--though you'd need a free hand, etc. From what I have found, vivisectionist does this the easiest (vestigial arm for team pickpocketing!), but can be done with eldritch heritage on a rogue of your liking. Carnivalist rogue and/or a dip in beast bond witch would make the improved feint/greater feint feats worth it and allow full round action sneak attacks, but I think you'd also need some fighter (lore warden) to take all of those feats and I am not sure the payoff is that great. Excellent RP potential here as well, I think. The raktavarna are cool familiars anyway. The detect thoughts and shared senses are just gravy. You could even flavor it so the character thought it was just an intelligent weapon or something. Any thoughts or input appreciated.
Free Born Kill Hound (Lone Star p.44) Vampire Hunter (Vampire Kingdoms 110) IQ 2d6 + 3 + 1d6 ⇒ (3, 4) + 3 + (3) = 13
German Shepherd
Cybernetics 1d4 ⇒ 3 +1 bionic implant Skill list
All I have for now
It seems to me that crane style would work pretty well with some of the teamwork feats the inquisitor gets. I am looking to play an inquisitor of Irori and came up with the following: Race: Elf (any would work here, but this is what I chose for story and longsword proficiency.) Feats
So the idea is to use the Justice Judgement to offset the attack penalty and use Broken Wing Gambit and eventually Crane Riposte to generate AoO's. He'll mainly use a longsword one handed so I am debating on the usefulness of fitting in Power Attack. I will focus on Strength but I could see this being better as a Dex based character--not sure how you'd fit in all the feats without multi-classing. Here is where I need some help: Domain or Inquisition? Not sure where to go here. The campaign is focused on ferreting out and hunting demons so I was thinking about the Revelation Inquisition Feats? Any advice on the open ones or rearranging things? I'd like a good critical feat and might try and convince my DM to allow Accursed Critical through Mark of Justice. Maybe drop the critical feats altogether and force in the snake style feats and combat style mastery? Extended and Extra Bane? I have never played an inquisitor so I am not sure how much 'bane' is enough. Thanks
Hi all, As the title says, is there anything out there other than Yahoo or Google groups. Google is just about useless now and Yahoo doesn't always work the way we want it. Are there other alternatives or should we just bite the bullet and host our own webspace for out group. If that is our only option, what does everyone recommend? Thanks
Going for the rogue spy here. I'm thinking Russian right now, but need to read more to see if that fits. Nightflier, I'll need some input on the Additional Identity Ability Spoiler: Stealth Bio-engineered Name and Nationality TBD Languages: Serbo-Croation (read/write), Russian (read/write), English(read/write), Japanese (read/write) -40 CDP Health Pool: 30
Strength: 13
Athleticism: 16
Genetic Deviations
Drawbacks
Abilities
Skills
Gear
This looks like my mutated Doc Holliday a post down or so. I think it will be very effective, especially at later levels. The vivisectionist works really well with startling shot as long as you are willing to intentionally miss with your first shot. That's 11th level at the earliest, though. I'd take a look at what extracts you like and focus on obtaining those first and foremost so you have the utility you need. One level of gunslinger is probably plenty until you get to that point.
Thanks for the thumbs up--and I think it will just be two as tentacles sneaking out from beneath armored coat sleeves have a cool visual. I did indeed know that Holliday was a dentist of sorts. How far I will go to emulate him I am not sure yet. Undead Anatomy extracts along with mummification (if we get that far)is probably it.
So I'm handing over the DM reins and need to bring in a 14th level PC to our long running campaign. As much as I do not like building characters at higher levels, I decided to see what Ultimate Magic did for the gunslinger. Turns out, it does quite a bit. For the investment of two alchemist levels, you can solve the reloading problem of using two pistols. Just take the vestigial arm or tentacle discovery--I'm kinda torn as to which one to go with. With Alkenstar next to the Spellscar Desert, it kinda makes sense that those wandering the wasteland might suffer a bit from magical mutation. With that problem out of the way, it becomes clear that there are definite cutoff points to the gunslinger class. Every class has these, but it seems more pronounced with this one. For me, level seven is the magic level as startling shot with a vivisectionist alchemist (or rogue--but the alchemist solves the reload issue)gives you pretty reliable sneak attack damage. Coupling that with rapid shot and the two-weapon fighting chain, you can afford to send that first shot justa few inches wide of your enemies ear. Throw in some of the new discoveries that make alchemists extremely hard to kill with the undead anatomy extracts, and you have an ex-surgeon turned gunslinger with a little Lovecraftian ick-factor throw in. Anybody else try this or have comments?
1. It does say that neither the eidolon nor the synthesist can be targeted separately. It also says that the eidolon loses skills and feats. It does not say it loses saves. I do not think they stack, but I'm not so sure you wouldn't use the better of the two bonuses. 2. Except that it specifically says that the synthesist can use all of his gear when fused with the eidolon. What trumps what? I'm on the fence on both.
If you do decide to give your companions weapons, especially melee ones, you run the risk of losing them as enemies tend to disarm companions. I had given Boone Nephi's 9 iron and the named machete from the Legion camp. He lost both when we cleared out the raider Vault. I went back and found the 9 iron on the floor but never did find that machete again. So yes, you can give them better weapons, but give them weapons you are not going to be too attached to if you lose them. Does anyone play on the PC? I have it for the Xbox but am thinking about picking it up for my laptop. I was wondering if any of the mods out there were any good.
'Rixx wrote: There should probably be a feat that allows you to reload with your hands full, to make things a bit easier on "guns akimbo" 'slingers like the iconic. Perhaps only if your "free" hand holds a gun or a light weapon, but nothing heavier? I would go with something like a 'quick holster' feat/deed. You could even have it cost a grit point and require sleight of hand ranks as well as quick draw. Flipping a pistol around your finger into a holster is a visual we all are familiar with-despite its impracticality.
Not really a scientist although the government now classifies me as one. Biomedical and chemical engineer by training. Last truly innovative work was doing respiratory and anesthetic gas analysis via physical property measurement. Sadly, the medical device industry is ruled by more than good ideas. Now I spend you tax dollars on advanced development of medical countermeasures for emergency preparedness.
4d6 ⇒ (5, 4, 3, 2) = 14
That is a 12, 12, 6, 12, 10, and 8 That is pretty pitiful. I'm not sure if it qualifies for going on to fail as an adventurer per your house rules, so let me know if this can be scrapped and re-rolled.
Looked at the races and I'm liking the idea of a hobgoblin monk. I don't have the pbp resumes as some others. In fact, the one pbp I almost started here I had to drop out. I am a total paizo pbp noob--although I have played pbp on other sites. But, I am genuinely interested. Here's hoping you take a chance but completely understand if you want to hedge your bets.
d20 Cyyberscape has a few different options for cybernetics rules and provides quite a bit of detail. I'm not seeing any in Future Tech. If you mean Cyberscape, I was looking at a Tough/Fast hero going towards Bionic agent. If you are just talking about the d20 Future cybernetics, I'd probably go towards helix warrior with the implants explaining the helix warrior abilities. Concept would be a thug/criminal recruited by one of the factions that oppose project seed. Conditioned and sent in as a 'manchurian candidate' to cause trouble. For whatever reasoning, the conditioning didn't take. Maybe we were frozen for the time in orbit and it erased my memory or when we were 'woken up' I needed to get hit with the paddles and whatever controlling implant they used shorted out. Maybe I just decided to say the heck with it. Whatever it is, you can choose to run with it or it can fade to be just background. Alternatively, I was recruited by the military directly for bionic or chemical experimentation in exchange for a clean record. Perhaps I was an addict and they implanted an injector unit with Boost. Think Juicer if you are familiar with Rifts. The continued use of the chemicals cause the Helix Warrior abilities. Like I said, I am flexible once you finalize your rules. I am ok at starting at 1 or 2. I would like to know where we physically will start. Will it be before Project Seed is launched? In orbit? Or right before we go back down to Terra. Good stuff. Hope I make it =).
Thanks, I'll be keeping track of your progress. I'm flexible with whatver level of cybernetics you decide to incorporate. Cyberscape is what I am familiar with. Not sure if you mean the same thing with the Even More Future book. As far as Chasm City goes, it's a book. Decent read if you get the chance. |