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Haste is a sometimes. It usually happens around half way though. haha (if at all).

I actually did check out Flying Kick. Unfortunately, I've already got my two styles. Not due to get a 3rd till level 13. I only got a bonus feat at level 10 (and wasn't even a really good one) opted for Combat Reflexes which should do some good.

Haven't played in a couple of months cause of life. So trying to remember how to do all this before my session on Sunday :D


Kubular wrote:

@Fomsie: No need to be hostile about it.

@DiesALot: You designate one attack in a Flurry of Blows to be a style strike. That means that the rest of your attacks will still be at 2d8.

Hammerblow does not turn your unarmed strikes into two-handed weapons for Strength bonus to damage. It just does a two-handed strike in name only. Meaning your one Hammerblow attack in your flurry should be dealing 4d8+9. Think Vital Strike rather than Horn of the Criosphinx.

On a slightly related note, There is a feat that increases the strength bonus added from x1 to x1.5 but only on the first attack in a round, called Dragon Style. The next one in line, Dragon Ferocity allows you to add an additional x0.5 strength mod to your damage, making your first attack at x2 strength and your subsequent attacks deal x1.5 strength to damage. But that isn't really what you're asking.

Cheers, so out of the 4 flurry of blows attacks, only the first would be double damage? Sounds about fair. haha.

Cheers dude :)


Yes. I'm trying to make sure I have it right. I know with Hammer Blow you have to attack with both hands, and when using flurry of blows, you can choose any combination that works.


Oh ok good. So my Unarmed strikes damage would be 4D8 taking everything into account?

And that'd be the same for flurry of blows as well correct?

Cheers


minoritarian wrote:
Monks robe makes your unarmed strike that of a higher level monk, in your case a 17th level monk. Your unarmed strike is 4d6 then you apply hammer blow.

Soz guys, but a bit of conflicting information? Which do I go with? :D


Hey guys,

SO I've got a level 10 unchained monk (which is awesome).

Now, I've got the 'monks robes' which effectively gives me damage dice/AC as though 5 levels higher (GM has ruled 7 levels higher).

Now, firstly, unarmed damage (which is the same for Flurry of Blows correct?) at level 10 is 1D10. Then add on 7 additional levels worth which takes it to 2D8.

My query is, How does that work with Hammer Blow as well? (Which has been outlined as double the damage roll).

So firstly, it doubles attack roll (1D10*2=2D6)

Then add on 7 levels (which turns it into 4D8 (as damage at level 17 is 2D8)

Am I doing it correctly?

Should I be doing the additional levels first? (So from 10-17 as 2D8 then doubling that roll?)

It's really confusing. haha.

So far I have for Flurry of blows (without hammer Blow) 2D8+9
With Hammer Blow 4D8+13.

So first add on 7 levels then times 2?


Yeah, but the biggest benefit is that I can attach traps to bolts/arrows. Which again would be incredibly useful, since the DM has already ruled that if I get a hit, the trap automatically takes (I probably should've mentioned that in the first post. Sorry).

So with that in mind, I have a 17/17/12 to hit with Rapid shot (don't have many shot yet). Which means there would be a high chance for traps to be successful.

I'm also able to design my own traps (within reason) and what they do (equal to the level of which I can already cast).


Hey guys,

I've built a ranger, but I'm facing the question of whether I use spells or Traps. Current level (9) spell list is quite limited. The best spells would probs be Treasure Map and Gravity Bow, while focusing on the ability of traps, I could better incapacitate enemies (and next level I get to throw traps at enemies) :D

What would you guys pick and why?

BTW, our current campaign we're getting absolutely trashed by Dragons. The current line of thinking is to go for Spells, just so I can use Treasure Map (Cause ya know, Dragons love gold and stuff, and we could find massive amounts again (it was used once before and we found some incredibly awesome stuff (including a very dangerous cursed item that turned me into a woman) :D

Thoughts?


Hey guys,

Can someone confirm how far back I have to be from an enemy to start an overrun?

I know with doing a charge you need to be at least 10ft from the enemy, but what about overrun? Can I be right up in their face to do it?

Obviously if I'm doing it as part of a charge I'd have to be 10ft back.

But, doing just an overrun provides better opportunities, cause I don't have to run in a straight line to do just an overrun.

I wouldn't get an attack at the end of it, but I'd get my swift (I'm also using Spiked Destroyer) so would likely result in that damage, plus a possible AoP for knocking prone.


Right so err, I'm playing an overrunning dwarf and I came here looking for answers. But got so much more confused.

I have all the typical feats.

So from what I understand, I start a charge, with an opponent in the middle of the charge.

I overrun the middle target, hopefully knocking prone and gaining aop.

I end charge right in front of target and get single attack.

I've assumed this is the case, as the description says you can make an overrun attack as a free action when charging.

I basically have the entire feat tree for overrun.

Improved, Greater, charge through etc.


Don't forget with greater grapple you can maintain a grapple with a move action...


Hey guys,

Got this character, and I'm looking for some inspiration/ideas about game play out of combat.

He's an overrun dwarf, planning to be Chaotic Good (which will be important).

Anyway. A bit of a run down.

The area we're in is currently home of a civil war between Dwarves and Gnomes. There is 2 Gnomes in the party, one of which is highly supportive of the Gnomes war efforts, but after our last confrontation (he got b%++% slapped) he's dialing it back a little (practically limping home - The ass stole our flying boat and forced us to walk home for 2 weeks!)

Anyway,

My idea is that I'm a solitary dwarf content with my mountain (an actual mountain). I've lived there for decades, and slowly mined away.

But now I'm yearning for some adventure, as I feel myself getting lonely and tired of my current mountain. So I venture out of my mountain and come to a town that hosts adventurers. I get the run down of events (knew nothing of the war and what was happening). After I got the information, I felt compelled to help my dwarf kin in surviving and finding piece.

I plan to interest a lot of dwarves to come to my mountain as safe harbour, and build a safe empire under the mountain (size wise it'll be like Tonjheim from Eragon).

But then I thought, I might do it as well to smuggle in dwarf comrades in order to further help my kin, considering they're threatened).

I'm finding it much more interesting to complete things out of combat right now, so I'm looking for some extra ideas.

Thoughts?

Cheers


Hey guys,

So I'm making a Tetori monk, and came across this.

Crushing Blow looks pretty awesome... But, it says I can make a Stunning Fist attack as a full round action, and if I do, it reduces the targets AC by my wis modifer for 1 minute.

If I use that though, I wouldn't be able to do any Unarmed strikes with it would I?

I've basically got my Tetori set up so it's come in, Unarmed strike (taking the Grab special attack at the same time to initiate a grapple) and pretty much hold him and continue doing damage. But when not grappling (if I fail) my attack mods are terrible (10/5).

So something to reduce AC would be pretty awesome.


We don't face a lot of monsters. Currently were in the middle of a war with gnomes and dwarves ;)

Damage was off by 2.

Its 1d6 +6+6+4

I think I might ditch the bullrush feats for the snapping turtle feats.

I'm just looking at it for a bit of fun. This way I get to be a pretty good tank and deal a reasonable amount of damage to grappled enemies.

Cmd on a lot of our enemies has been really low. We had a guy that was using a trip build. He succeeded quite well and had a lot of stats similar to mine. Only difference was he sacrificed ac for additional damage.

So that's not much of a concern. I'm just after ideas for ways to increase my grappling chances/method of play.

But thanks for the suggestions! :)

Edit: but checking out that tetori class it's pretty beasty.


Well that's unfortunate. But luckily I can pin. Which by the look of it I will do.


Right, so I've designed a pretty cool grappling fighter (brawler) I reckon.

9 feats to choose from, since I'm human and all.

Anyway, I'm a little confused about AC vs my damage against opponent while grappling?

Does it go off flat foot or touch? (Using a bayonet).

Got pretty good damage (1D6+6+6+6 with power attack)

Also, while grappled and attacking, I don't have any negative to hit do I? (with the below mentioned feats)?

CMB to initiate grapple is 18
CMD is like, 31.

I've also specced into Bull rush, just to get around the battlefield quicker while causing havoc (plus if I succeed I get an AOP).

Which leads me to my next question. Am I able to initiate a grapple during an AOP?

Feats I've taken are:
Improved Unarmed
Improved Grapple
Body shield (this will come in handy A LOT)
Sleeper Hold (just cause it could be fun running around knocking everybody out) :D

Improved bull rush
Greater bull rush (important in our group - a lot of melee fighters - but not necessarily essential.
Quick bullrush (this actually sounded like a good idea, cause I could bullrush twice in a round?)
Power attack (more so cause it was a requirement - but the extra damage is pretty good).

Stats are:
Str 23
Dex 14
con 16
int 10
wis 10
cha 8

Thoughts?


But it's not piddly damage? Some of the time I'll only be able to do the base 1D8+7, but then a lot of the time, there will be an additional 2D6 (sometimes 3D6) damage on top of that.

I'm also considering going into poison as well. That'll take one feat, and some ranks in Alchemy (for our game).

I'm still sussing things out, but really appreciating your thoughts on it :)

Weapon enhancements are interesting, but I think may be too costly at this point.


Right, so I've got a ranger/fighter combo designed for consistent ranged damage and high hit chance.

I've also designed a mesmerist/slayer (slayer 7, Mes 1) for the option of consistent ranged damage with high hit chance and semi-ranged high damage (like 3D6 if I stare and snack attack) problem is I'd never get a full round action on that, if I start the stare then.

I took mesmerist because of the access to Improved/Greater feint. Now he's pretty beasty.


I don't have a crossbow. I've got a composite bow. Don't have high strength (or any) cause I'm a dex based character. Couldn't split it enough to be worth the extra damage, while still maintaining a high hit chance.


I have like, 2 spells as a level 7 Ranger. haha

Archtype was Wild Hunter for the ranger. Was pretty cool

Sorry, what's Imp Prcise?

So far, damage is pretty bad. Doing 1D8+7, but typically doing 3 hits with a 14/14/9 attack roll

Currently I'm building the Mes/Slayer to see how well the sneak attack damage would match up (as well as hit chance)

Is there a range limit to feinting?

Can I do feinting from 10ft away?


Hey guys,

So mesmerist wasn't really my thing, so GM let me have a mulligan.

I had a really effective Fighter Crossbowman, so I decided to try out a ranger/Fighter combo.

It's 7 Ranger, 1 fighter.

Fighter is really just cause of the bonus feat. haha.

I was originally going to do a Ranged Slayer, but then getting the sneak attack damage was hard. Unless anybody can suggest how to do that without flanking/feinting up close?

To get around that, I was actually going to go 1 mesmerist 7 Slayer so that I could take improved and greater feint without having to get the prereqs.

Along with Point Blank Master it would be fairly effective.

Thoughts?


I want to go into Mes with a Rogue just for the improved Feint :D


So this guy will be getting a run tonight. Should be interesting. Wish me luck! :D


Kalindlara wrote:

You can move however you'd like while staring, generally without needing any sort of check. Just make sure you keep them within range.

As for play style, it depends on your build/how sturdy you are. I'd default to playing like an enchanter wizard (so, paladin wall). Still, you can wear armor and have a better Hit Die.

Oh that's good news? Does it say that anywhere? Or is it just an educated thing?

Also, not sturdy :D

17AC. Definitely gotta keep that range. Closest I ever want to get is 20ft, or I'll get smoted :D

It's why I also took the trick that gives me an instant move action (15ft in my case) so I can always maintain this distance, hopefully.


Yeah, that's good. Gold/valuables isn't really a problem. Considering our level, we have a a good deal.
Can anybody direct me to some play method guides for a mesmerist? I wanna see what sort of play style I should go for.

Currently, I'm considering just cowering behind our rather large Paladin tank and do my things from there :D

Also, in regards to maintaining stares. Is this possible to do while moving? Can I maintain a stare and say move backwards at the same time?

I'd expect I'd have to do a concentration and reflex check.

But I wasn't sure. It says my stares can be maintained even when blindfolded, assuming I beat the DC20.
But what about moving?

Could I just turn around and walk back? 5 foot step?

I've also got the trick that gives me an instant move action should I activate.


Right, so if a spell only lists an oral component, it won't be noticed at all, because the mesmerist's doesn't use oral components.

But do visual components apply to every single spell?


Awesome.

Now what about casting them and people noticing? If components aren't used anymore, is there still something that can be seen? Is there still an oral/visual component?

I'm assuming not since its psychic?

If nobody can see me casting, this will open up new possibilities.

I also read something that said spells could be cast while under the influence of silence?

Thoughts?


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Awesome. That'll make it easier. Knowing my GM though, he'll say if I use a sentimental item, it'll increase in power or some such, knowing I'll be tempted for more damage or a larger affect, but also knowing that I won't want to sacrifice something :D


Kalindlara wrote:

I would rule that the sentimental value might not need to be yours, per se. For example, the locket of an assassinated duchess might have a strong psychic resonance of one sort or another.

Really makes those random art objects in adventures more important. ^_^

Sorry Milo, I didn't mean to moan about it. haha. It's just that it'll make it extremely difficult for me to begin with.

That's a good thought Kalindlara, but it's an early adventure, and a few of my spells are quite costly in their GP value. Atleast 5 of them have a value of 100gp or more.

So if I use them daily, that's 5 items.

I guess I'll need to start hoarding :D

Is the sentimental ruling either/or? Like, is it specific. Do I have to do it that way, or am I able to still use the original listed components?


Milo v3 wrote:
If they have no gp cost, then that component is removed. If it has a gp cost, you have to sacrifice an object that has sentimental value with you of equal or greater worth.

That is terrible... Cause then you're never going to have items of sentimental value, because you're constantly sacrificing them. That doesn't seem right? Cause that'd strongly restrict how often I could cast spells.

I mean it's all well and good to refresh them through rest, but then I need to get another item I have sentimental value in? That's quite bad, especially if you're out exploring (like we currently are). We've been in 'savage lands' for about 3 weeks. I mean, I MIGHT be able to gain a sentimental attachment to a rock I saw the other morning?


Hey guys,

I'm a little confused.

I've designed a mesmerist, selected spells etc, and they mostly list components. As a Psychic caster, are those components still a requirement?

Someone has told me no, someone yes. Can someone here please confirm? haha

By components, I mean ingredients, like 1gp worth of gold dust or similar.

Cheers


Yeah, I like the idea of a cloak of resistance. My saves aren't particularly good (Fort at least).

I want to try and avoid offense based stuff. I've designed my guy to be a crowd controller. I never actually do attacks. I don't even really debuff. I've picked a lot of spells that will enchant (fear/cower type stuff). A lot of control. Babble incoherently etc.


Also, sorry to double post, but can't edit previous post.

I need a +1 item.

I've currently got +2 headband of Charisma.

I've got an allowance for one more.

Tossing up between Ring of protection, but I'd prefer to keep the second ring finger free for now.

So considering +1 armour or a staff maybe?

Thoughts?

Can't be overly experience or extravagant.


Right, so Poison Master is an in house feat, that allows me to handle poison/poisoned objects.

Point taken on ability scores. I've adjusted them accordingly.

As for the spells, thankfully, most of the ones you suggest I'd already selected as candidates.

It's just hard to choose because of the such few amount I get.

Any other input?

Cheers


Hey guys,

I'm not sure entirely which spells I should be looking at in regards to the mesmerist.

I'm attempting to find the best ones to help the group, which isn't entirely possible.

I also can't find the table for bonus spells due to high charisma (charisma is 21).

Some of the examples of my spells include: Mesmerist, mental block, paranoia etc for level 1.

Agonizing Rebuke, Castigate, hold person, Mad Hallucination etc

3rd level is where it gets a little tricky.

I'm only level 7, so I can only know 2 level 3 spells but I can only cast 1 a day :(

For this, I have mesmerist, invisibility sphere (would've loved Greater invisibility but alas to cigar), Confusion and Charm Monster.

I'm not going to be about doing damage (or being melee at all). I have an AC of 14 :D

Can anybody suggest some good spells that wouldn't necessarily debuff enemies/buff team, but restrict enemies etc?

The main go to will be to use Hold person and Inflict Pain a lot I believe (while using the stare as well) so that'll be some sizeable damage and also incapacitation.

I have 5 feats (4 from leveling 1 bonus for human - Is there a better race to be for someone focusing on enchanting? A race that will provide a better bonus than just a single feat?)

Spell Focus
Toxic Spell (this is pretty cool)
Poison Master
Ligenting reflexes (thinking of dropping for BLoodmage Initiate
Great Fortitude

my fort is crap (5) reflex reasonable (7) will 14 (because I took Gift of Will as a trick, and my group mostly has terrible will)

Not sure which armor to go with, as I don't want one with a spell failure chance.

I've got a Sword Kane, just cause :D It'll never be used.

I've attributed the abilities as follows:
Str :10
Dex: 10
Con: 12
Int: 14
Wis: 14
Cha: 21 (two bonus from human, one from leveling)

Will be getting 1 +2 item (probs a ring of protection) and a +1 item (pros a headband of charisma)

Thoughts?