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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?


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.


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.


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?


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?


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


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?