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Hey everyone In a week I will be playing in the Wrath of Righteous campaign I could use a little advice for an UN-Monk build I have in mind. The inspiration is from the Kulipari books and series. I want to use the dimensional abilities to zip around and hit my opponents. I could use any advice on other feats that would be better, or if there are parts of the build that seem unnecessary. Also any skill that would be good for this campaign. The group makeup so far is a Aasimar Raging Paladin, a Tiefling Caviler going Battle Herald, and Half-Orc Sorcerer

race:Grippli
The build so far in terms of feats.
1st-Dodge, Weapon Finesse
2nd-Combat Reflexes
3rd-Pummmelling Style
5th-Agile Maneuvers- Getting the Leg Sweep Style Strike
6th-improved Trip
7th-Dirty Fighting,
9th-Pummeling Charge
10th-Medusa's Wrath
11th- Dimensional Agility
13th-Dimensinal Assault
I only went to 13th because I know what I'll grab in terms of feats after that level.

I also took the trait that would lead me into the Guardian Mythic path. I honestly don't know what to do with the mythic part of the build, and I'm open to suggestions.

Thanks for the help


Hey everyone I could use a little advice for an UN-Monk build I have in mind. The inspiration is from the Kulipari books and series. I want to use the dimensional abilities to zip around and hit my opponents. I could use any advice on other feats that would be better, or if there are parts of the build that seem unnecessary.

race:Grippli
The build so far in terms of feats.
1st-Dodge, Weapon Finesse
2nd-Combat Reflexes
3rd-Pummmelling Style
5th-Agile Maneuvers- Getting the Leg Sweep Style Strike
6th-improved Trip
7th-Dirty Fighting,
9th-Pummeling Charge
10th-Medusa's Wrath
11th- Dimensional Agility
13th-Dimensinal Assault
I only went to 13th because I know what I'll grab in terms of feats after that level.

I hate to admit this but can anyone clarify for me Leg Sweep Style. To me it reads like I make a trip attempt using the same attack bonus I used to hit my opponent. Which if this is the case I would not need Agile Maneuvers as badly.

My GM has already said that pummeling charge and dimensional assault will work together.

I also took the trait that would lead me into the Guardian Mythic path. I honestly don't know what to do with the mythic part of the build, and I'm open to suggestions.

Thanks for the help.


Hello I could use some advice on what would be good base class before going into Hell Knight in the Hell's Vengeance Campaign. The character believes himself a servant of the Cheliaxian law willing to do what it takes to keep order, like Judge Dredd. He looks to the order of Hell Knights as inspiration and whishes to become one. I was gonna do a Anti-Paladin(Tyrant) but that just feels to self serving, something I'm not looking for. I could use help in finding ideas that go along with my concept and fit the campaign.
On a side note is the cavalier a viable class for this campaign?


Chess Pwn wrote:
CrookedPony wrote:

Hi Mark I have Kineticist question I was wondering about the Thundering Infusion. The way the Infusion is written its seems you have to hit the target and bypass SR for the target to be deafened. Does this mean the Thundering Infusion can only be used against enemies with SR, or do you count creatures without a listed SR as having SR0 so it is automatically bypassed.

One more question why does a class that relies on hit points not have more than D8. I mean why not have another D12 class I hardly get much use out of the die nowadays.

1) if they don't have SR then you automatically bypass it.

2)Hit Die are linked to BAB. d6=1/2 bab, d8=3/4, d10+=full. The ONLY exception I know of is the Dragon Disciple prestige class, and since that is a carry over from DnD it's not "really" held to the rules. And since they didn't want it to have full BAB a d8 is the highest they could go.

Thank you for the clarification on Thundering Infusion. I'm glad I can bring this info to my GM for future games.

I actually did not know that Hit Die was linked to BAB. I have been playing since Forgotten Realms first came out, and I never noticed the connection. Thank you for this info as well.


Hi Mark I have Kineticist question I was wondering about the Thundering Infusion. The way the Infusion is written its seems you have to hit the target and bypass SR for the target to be deafened. Does this mean the Thundering Infusion can only be used against enemies with SR, or do you count creatures without a listed SR as having SR0 so it is automatically bypassed.

One more question why does a class that relies on hit points not have more than D8. I mean why not have another D12 class I hardly get much use out of the die nowadays.


Hey everybody. I will be in the King Maker campaign soon, and of all the amazing classes out there I decided on the Kineticist. Not saying the Kineticist is bad but it needs a little early lvl boost(D10, bonus feat, ect...)So far the group will consist of a Bloodrager, Witch, and Swashbuckler, and one undecided.

I'm playing a Areokineticist taking the Lightning Blast wild talent.
Human-taking dual talent for two score increases.
1st Feat- Point-Blank Shot

The GM had us roll for ability scores and so far have set them up like this. These scores already take into account the two ability score increases.
STR:13
DEX:16
CON:18
INT:13
WIS:12
CHA:12

I wondering if any of you have any suggestions on how I should play with such a character in a campaign like King Maker, which according to our GM will be difficult, Seeing how I won't contribute much until later levels.

I'm also open to idea changes, and feat advice.


Hey everyone I would like to pick your brains on something. I have been mulling over the new class Kineticist, and I will be playing a Kineticist in an upcoming campaign. After looking the class over I feel that taking another class like fighter first might give me better survivability.

I figure the more hit points I get from fighter at first level would help when I take burn, and I could pick up an extra feat that could help with the blast I will be using as a Kineticist such as point-blank shot and precise shot. I understand that losing a level in a class like this could be devastating in the long run so I would really like some ideas.

A little background to help for suggestions. The campaign will be Kingmaker, the other characters at the moment are a physic and witch, and the last player undecided.

GM had us role ability scores.
str:13
dex:16
con:14
int:13
wis:12
cha:12
These scores are not set in stone and I can move them around until the campaign starts.

I am thinking of human with dual talent for and extra ability score increase.

I am also going to choose the water element to start.

I am grateful for any suggestions you might have.


Thanks for your input guys I realize know that I should have posted this question in advice because I'm asking for help with a character build, and sorry for the mix up I am putting up another post in the advice forum, but will keep this up I guess because I can't remove it


Hey everyone I would like to pick your brains on something. I have been mulling over the new class Kineticist, and I will be playing a Kineticist in an upcoming campaign. After looking the class over I feel that taking another class like fighter first might give me better survivability.

I figure the more hit points I get from fighter at first level would help when I take burn, and I could pick up an extra feat that could help with the blast I will be using as a Kineticist such as point-blank shot and precise shot. I understand that losing a level in a class like this could be devastating in the long run so I would really like some ideas.

A little background to help for suggestions. The campaign will be Kingmaker, the other characters at the moment are a physic and witch, and the last player undecided.

GM had us role ability scores.
str:13
dex:16
con:14
int:13
wis:12
cha:12
These scores are not set in stone and I can move them around until the campaign starts.

I am thinking of human with dual talent for and extra ability score increase.

I am also going to choose the water element to start.

I am grateful for any suggestions you might have.


noretoc wrote:
CrookedPony wrote:

When I first read Spontaneous healing for the alchemist I gathered my alchemist would receive fast healing 5 for several rounds equal to half the alchemist level. When I read it again it now appears to me like the alchemist would get fast healing 15 for 1 round.

Also what increases when you take the Healing touch discovery do the rounds increase 5xlevel or does the healing increase 5xlevel.

Don't think of it as a per round thing, that is a limit of how many times he can use the ability, only once per round. Use it and heal 5 HP Total limit each on how much you can heal. 5X1/2 your level.

Healing Touch changes that limit to 5X your level. Doesn't change the amount though. Still 5 per use.

I understand now thank you for the clarification.


When I first read Spontaneous healing for the alchemist I gathered my alchemist would receive fast healing 5 for several rounds equal to half the alchemist level. When I read it again it now appears to me like the alchemist would get fast healing 15 for 1 round.
Also what increases when you take the Healing touch discovery do the rounds increase 5xlevel or does the healing increase 5xlevel.


Thanks for the advice I'm liken the grenadier archetype might be helpful to keep with the diversity of the build.


Ive been invited to a Carrion Crown game. The group already consist of two arcane spellcasters (both powerful), one magus (can tank and deal damage), and Fighter (Dragoon).
I made a Barbarian (Drunken Brute), Alchemist. I was thinking of going alchemist for 6 levels to get the wings discovery. I was not going to take any archetypes for alchemist that would give me more melee combat strength because I wanted to keep bombs for diversity. But I wonder if the diversity is worth it, and if I should just go vivisectionist for sneak attack or another archetype that delivers damage.

Build So far is Svetocher Dhampier: Barbarian 2, Alchemist 5
str 19, dex 14, con 12, int 14, wis 10, cha 12

feats: Dodge, Extra Rage, Power Attack, Toughness

Discoveries: feral mutagen, infusion

Rage Power: Moment of Clarity

Also using a +1 furious great sword

I'm mainly looking for advice if I should change the alchemist, but if you think I should take other feats, discoveries or rage power I would appreciate what you have to say.

Thanks


ArmouredMonk13 wrote:
Have you seen the Rage Prophet prestige class in the APG? It isn't exactly optimal, but it is essentially an oracle/barbarian hybrid prestige class.

Yes I have, and you are right it is not optimal. I think it would be better to just take the two levels of Barbarian and the rest in Oracle, but I I'll look it over again.

Thank you.


Hi I'm in the Wrath of Righteous premade. I've made a Kitsune Oracle with the Metal Mystery, and multi-classed into Urban Barbarian. This Character is more about having fun and ascetics and less with power. We are 3rd level right now and the rest of the party is melee combat focused. Paladin, Bloodrager (gm allowed for the test), Caviler/Bard going Battle Herald. I feel in late game we will run into a lot more trouble, so I want to or need to take the role of combat healer.
I was wondering what would make a good mobile healer in the heat of battle and what buff spells I should consider. We will become Mythic at some point so if you have any suggestions with mythic abilities that could come in handy I would like to hear them.
My current thought process is combat casting, and taking spring attack later.

My Stats
str:13
Dex:17
Con:14
Int:10
Wis:12
Cha:16

Feats-1st lvl-Weapon Fineness
3rd lvl-Dancing Dervish