Decimas's page

4 posts. Organized Play character for Dobrushin.




so i decided to try and beef up a eidolon. math was as follows
quadruped 14 str, lvl 20 +8 str, +3 base abil increase, +16 str Huge size, +8 evolution abil increase = 49 (51 if biped)
which then lead me to carry capacity for quad
44736 lbs= light
134400 lbs= heavy
403200 lbs= cast ant haul
??? = how much would it be if u cast enlarge person on it? making it gargantuan, i think the str bonus doubles again to a +32 but not sure, if so would be 65 quadruped (67 biped)
817152 lbs= light
2457600 lbs= heavy
7372800 lbs = ant haul which would be 3686.4 tons (US)
also at lvl 20 u can become a physical copy of ur eidolon, so together (for only 20 min) u could carry 14,745,600 lbs together


I want a kukri that is keen. on creation, how much gold will it cost?

Kukri = 8g
Masterwork = 300g
+1 bonus = 2000g
Keen = +1 bonus (which my gm says would cost 8308g)

thing is i don't want the +1... lol, i just want keen, but the book confuses me on if i MUST have both, and if so is it paying 2000g twice (4k) or just 8000g outright.

i thought i remembered a fiery wep in 3.5 only costing 2000g


so i was looking up alternate races and goblins get a natural +10 to stealth. 4 size, 4 racial, and 4 dex. so why is it that i've never met sneaky goblins? they are always talking and noisy


hey guys, i'm wondering what alternate races pathfinder has released for PC's that are player friendly conversions.

I know about Tieflings, and Aasimar but can't bring myself to look through every page of the Bestiary to find out what other options there are. Am wanting to stick to PF source


was wondering what ppl thought of a new feat i just thought of.

The 2-step (or Practiced Step)
prereq:BAB 10
this feat allows a character to shift 10 feet instead of 5 and still make a full round attack action. this can be used over difficult terrain.

the 3 step (or greater practiced step)
prereq:BAB 15
this feat functions just as Practiced step accept that it allows u to move 15 ft and still make a full round attack.

difficult terrain can be really devastating when it comes AoO from moving, i would like a way to avoid this. i think the BAB requirement allows a more balanced solution. casters can move full speed and cast a spell usually, which makes melee be at a great disadvantage. this helps bridge that gap


I just wondered if anyone knew how to get a lvl 20 character with the highest stat possible. at guessing i would say str is best bet.
start at 18 str, add 2 for racial, 5 from manual, 5 from lvl'n, a +6 belt, and 4 lvls of Dragon Disciple. that is str = 40.

is there any other ways to boost a stat i'm not thinking of?

as stated above it can be guessed that a caster could get to 36 (DD38). any chance that gets higher?

trying to stick with human builds. (and i know that DD gives +4str,+2con,+2int)

(this thought brought to u buy table 1-3 of p hand)


so i decided to make a dual wielding fighter and started looking at the options. he gets attacks just like a monks flurry of blows, and both get a -2 for unarmed(though i stuck with light wep). using fighter feats u can get 2nd OH attack at lvl 6 for a total of 4 attacks. for a monk, u need to be lvl 8 for 4 attacks. same for 3rd OH attack, fighter gets it sooner. another difference is that fighters have a full BAB progression where a monk when he flurries is considered full bab, but note this doesn't apply for his standard. also, there is a 2 wep feat for rend, soooo worth it

using kukri was my choice for fighter. it hits pretty light, but has a 18-20 crit x2. which is better crit wise than monk. true monk gets his unarmed DV up'd every few lvls, but wep's with enchants are nicer imo. Especially if u can swing Speed enchant on both weps, allowing for xtra attacks at full BAB during full round attack.

Back to crit, u can take crit focus and go to town as a fighter. imp crit makes ur new crit range 15-20. (at lvl 20 u always crit) not to mention the fighter only weapon focus feat line.

In my build, it is based on Str being main stat but dex has to be 19 by lvl 11 for it to work best. so enhance item is a must.

lastly, i hate when my "flurry" of weps are cut short by the mob dying, so i went with lunge. -2 ac for reach. huge for full round attacks so that if target drops u can just switch off to the next guy who thought he was safe. step up also has its benefits for this build.


so my group was trying to justify that a NG cleric shouldn't cast necromancy skills and that it would be against my alignment. i think they are full of Cr*P. whats ur opinion?


my question is that in the wording of the feat it doesn't say anything about attacking. is it just using a skill and then ur turn is over? or is it added to a full round action? i.e. u can't move and do it as a standard


getting tired of digging through forums looking for the answer, so here i go.

can u use rapid shot and many shot in same round?

or power attack and cleave?

k thx, i know i'm lazy


hello, my friends were messing around and we wondered what a monk who only took the fleet feat would be like. i decided to build one.

made him human, took run feat and then 10 fleet. boots of striding and springing were my choice for sustained outcome. so it was a base speed of 150.

next step was to figure out acrobatics skill. decided to focus on jump, and with boots and the hefty 28 dex score after items, my jump skill bonus totalled 105. thanks to the monk class adding lvl to jump and apparently every 10ft over 30 in base speed = a +4 bonus

at this point i'm saying wow, how does that play out for jumping?

horizontal formula is dc 5 per 5ft. so looking at 105ft jump from standing if i roll a 1

here is the part that bothered me.
vertical formula = dc 4 per 1 ft... that comes out to 26 ft high.
i repeat, a skill of 105 is only 26 ft high... not much imo

my question is should i be using run speed of 525 or just base of 105 movement when calculating a running jump?

another point. i used the chart on 12-4 for starting gold at lvl 20, and since my grp gets power stats i use 18,16,16,14,12,10 for starter stats. this is what i got:
34 str, 28 dex, 20 con, 12 int, 28 wis, 10 cha
AC 47, touch 39, flat footed 29
22 fort, 26 reflex, 26 will, Spell resistance of 30.
used monk feats to spring attack(lol) and disarm

as for items: amulet of might fists +5, bracer of armor +8, belt of physical perfection +6, boots of striding/springing, cloak of resistance +5, glove of storing (for disarm, lol), ring of prot +5, 3 +5 manuals (str, dex, wis) headband of Wis +6, and a Monks Robe from wondrous items.

this brings me to another question, while wearing it treats AC and unarmed dmg as a monk 5 lvls higher. going by the chart i guessed that meant a +6 total ac bonus from class and unarmed dmg value goes up from 2d10. question is to what, i guessed 4d6. if so dmg looked like this:

flurry (if i ever choose to stand still) +35/35/30/30/25/25/20
and dmg was 4d6+17

i know this article may not be the most organized, but if u can answer my questions, i thank you


ok, so i love that there are benefits for taking a class the whole 20. but Cleric seems to get no benefit at all.
Barbarian - mighty rage
Bard - deadly performance
Cleric -
Druid - wild shape at will (and op animal companion)
Fighter - Weapon Mastery
Monk - Perfect Self
Paladin - Holy Champion
Ranger - Master Hunter
Rogue - Master Strike
Sorc - Bloodline power (usually huge change)
Wizard - Specialization of spells

point is that the only thing i see in cleric progression is channel energy. the domains help but they outlive their usefullness after lvl 10.

I am currently playing an epic game where we are starting at lvl 1 and by the end will be killing or saving gods. issue is that i don't seem to have anything to look forward to after lvl 10. prestige classes don't mesh well, and there is no benefit to the class other then spell progression. yet everyone else keeps a sort of freshness to them.

if i'm wrong feel free to tell me why, b/c i'm a little dispaired