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Aww, that's a shame. Yeah, I guess I was thinking more of a 20th level build. Or at least a fairly high level one.

EDIT: Out of curiosity, what stat-points/feats are you considering doing? Assuming a 20 point-buy.


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Eddiember wrote:
Think I'll have a strict "Neutral and Higher" policy for my next Campaign I run. xD

Just some advice: Instead of having a "Neutral and Higher" policy, consider a policy in which people CAN be Evil, but have to be Lawful Evil. It really helps reign in this sort of behavior.


Yeah, that looks like a good stat layout. I know it's practically heresy, but I MIGHT drop down the strength a point to help you have better Dex. Come and Get Me is powerful as it is dangerous. Haha. Good luck on the build! I'll be watching, as I'm interested in the outcome.


This is a HUGE case of beauty is in the eye of the beholder. I know people who think that the general description of Wayang (scarification, ritual tattoos, etc) would be attractive. And I know people that think otherwise. Charisma, however, really doesn't necessarily affect looks at all. It CAN be looks, sure, but as others have said it also involves force of personality, etc.

Also, who the heck do the other players think they are? They get no say in what your character looks like. That's entirely between you and the DM.


Dotting.

To add to the discussion: It might be good to have a titan mauler/twf ranger, to bypass some pretty severe stat requirements? Just a thought.


It really depends. How optimized are they? How smart are they? It COULD take as little as ONE save or die sorcerer (baleful polymorph, magic jar, suffocation, etc) or as many as 100 normal fighters. Do you have any more details about these characters/builds?


Requesting some more guides on prestige classes! Most of them get a lot of flak, but I feel like a well written guide can show how they can be useful?

On another note: Not sure if it's appropriate to ask here, but what ever happened to Treantmonk? He did a bunch of awesome guides (looks like some of the first ones were from him) and then didn't do any others?


One of the reasons I absolutely love the paladin in Pathfinder is because there really are so many different options. Two handed fighter, archer, two weapon fighter (although it's much harder to do), and heck you can do any of those mounted!

In general I agree with all of them but 5. At different times, in different campaigns and settings, any of those can be true or useful. Although my personal favorite is probably the weapon-bonded two handed fighter. Dat Falchion.


Another quick mention: Both sorcerers and the ranger are very new to the game. Neither sorcerer has ever played a tabletop RPG, and one of them is ten. The Ranger played back in 1st or 2nd edition. The Oracle has done Pathfinder quite a bit, but has never done an Oracle, or for that matter a divine caster. On to replies!

Agnelcow: Good idea, but what's the survivability like from first level? And would it be a waste to have yet another caster in the party?

Silent Saturn: OK, that's definitely helpful. Any build suggestions for the Cavalier?


Just to chime in again, it also depends on the class. Since you're playing a wizard, It MIGHT actually be better to get Stone Call. But I'd REALLY suggest just getting that in wand form. All of the Pit spells are really, really excellent for spontaneous casters because they can just use them whenever it's most convenient, and don't have to plan on it ahead of time.


As has been touched on/said previously, I almost always only do it when it adds really great flavor to the RP, or just feels very right.

Mechanically, however, there are a lot of really great Prestige Classes for casters. Many casting prestige classes increase your casting ability as you level up, usually only sacrificing one or two levels. So in the end you still get to keep your all-important level 9 spells, as well as getting some really cool benefits for whatever PrC you're taking.


Hey, guys! Thanks for the replies, and keep em coming! Just to address some stuff:

Halfling Barbarian: Isn't the main draw of the Beast Rider Cavalier that you get to use cool, big creatures? Something that you get automatically with Mammoth Rider?

Blackbloodtroll: I'm not sure I understand the intent of the question? But yeah, sure. That sounds cool. :P

Devilkiller: Yeah, that's what I'm talking about. Sorry if I didn't make that super clear. Good suggestions. Will Aid Another come up that often, though? Is it preferable to do that, as opposed to just attacking?

RainyDayNinja: Yeah, that's true. I'd probably have to be Human and/or bump up my intelligence a bit. Any suggestions for good Cavalier builds, viable from a low level?

Troubleshooter: Yeah, I'll definitely have to think of ways to keep my Mount from being TOO big ALL the time. You really think the Mammoth Rider is that over powered? Especially considering I'm going to be the only melee character in the party?


In my experience, 99% of all in-game problems can be solved with out of character talking. Grab some pre-game lunch with the guy, talk about videogames, life, and his character, and then figure out a way you can make it fun for everyone. MOST people will change what they're doing if they have reason to suspect it's ruining other people's fun.

You should definitely give us an update, by the way! I enjoy living vicariously through people that have groups that they can gripe about, ever since our group broke up. D:


Hey, guys! I'm going to be playing Kingmaker soon, and I'm in a party full of casters and archers. Seriously. Two Sorcerers (air elemental and fire elemental), an Oracle (Life/Fuzzy-eyed or what have you), and a Bow Ranger. What the heck. Also keep in mind that the two sorcerers are Halflings, and the Oracle is a Gnome. The only medium characters are the Half-Elf ranger, and myself.

So I took it upon myself to be the tank/melee character. We're starting at level one, and I've been thinking about Paladin. It's got good DPS, a way to make sure I stay alive (lay on hands) and good weapon/armor proficiency. I've been taking guidance from Thallin's masochistic paladin, and Bhodi's guide to the optimal Paladin/Antipaladin. But, unfortunately, I'm not content with a 'normal' paladin.

I ran across something called the Mammoth Rider and knew then and there that that's what I was going to do with my life. So here's the predicament: How can I play a good melee tank and also be on track to be a mammoth rider by 10th level, if I have to play from 1st level up?

The campaign hasn't started yet (won't start 'til Sunday) so I can still change anything and everything about my character. All races are allowed per DM approval, and we're doing 20 point buy. So far all I've got is 'take Paladin, take divine bond mount, take boon companion, hope it works out'. But if you guys can point out a better way, I'd be very grateful. Thanks for the help, guys.


Alright, that title was a bit of as stretch.

Basically, what I'm looking for is a way to make a paladin fly. Preferably through natural flight that he can do at will. Assume you can use anything found on the SRD that isn't 3rd party.

Best way I've seen so far is being an Aasimar, and taking the feat that gives you wings. But it only gives you 20 feet of flight, with poor maneuverability, if you're wearing heavy armor.

So what do you guys think? Magic items are allowed, but like I said natural self-induced flying is preferable.


I would definitely do Create Pit. It's cool, it does damage, it's really good battlefield control, it doesn't hurt your allies (necessarily)and to top it off it's just plain fun! Popping holes in the ground left and right, and essentially making most enemies useless for a few turns? Sign me up!


Hey, there! I'm actually going to start an adventure path soon (Kingmaker) in which I'll be a paladin as well, and I'm also looking at the same race, and archetype! Haha.

Doing some research, I found that I really like the Falchion. 2d4 two handed weapon, with an 18-20 crit range is just amazing. Take Improved Critical and you'll have no problem hammering out DPS to match any of the party. Other than that I'd just recommend taking the divine bond with your weapon as opposed to your mount.


Hey, guys. Just wondering what classes have archetypes for using guns? Obviously the gunslinger does. I know the paladin does. I think the wizard does. But I don't know all of them. What are some of your favorites?


Nope. No qualms with fighting evil. And honestly they'd be willing to do it, but they'd prefer not to. And I think it's a good opportunity to do something cool/different with a good Adventure Path.

Sidenote just to make it more clear what I'm going for:

I want it to seem like the characters are in a holy war that they don't fully care about/understand. Like they're working for good guys that are fighting other good guys. Or maybe working for evil guys that are fighting other evil guys. I want them to not just look at a couple of letters and go "Oh, that's obviously the good guy" or vice versa. I want them to have to really examine actions, read motives, and see for themselves what they think about it.


Lemme explain this concept that I'm toying around with. I had this idea about how to spice up our group gaming. See, the campaigns were great, and the combat was fun, and the character interaction was fine, but one thing that I saw that was pretty consistently lacking was the backstory. It would usually be pretty generic, and not really matter to the main story much. We'd just develop the characters as we played.

Well, I had an idea to change that. I figured it'd be cool if we each wrote each other's backstories. Not sure why, but I figured it might help. Then I decided to spice it up even further: What if we took the usual Amnesiac Hero trope, and applied it to the original idea? We had each player write the backstory of another player, but have them keep it a secret. The heroes have to discover for themselves exactly where they came from, and who they are, as they played.

Then I decided that players are untrustworthy little munchkins, and that it might be best if the DM writes the backstories for the characters instead, and they discover it as they play.

So that's the general backstory of WHY I need help. Let's get to WHAT help I need.

First of all, I'm going to be doing this over email/forum posting. We're all really experienced with Pathfinder as a system, almost all of us have DMed and played before, but only a couple of us have gamed online. So some help/suggestions I'd like:

What's a good adventure path/campaign that can be run online pretty well? What's one where the Amnesia idea listed above can be worked in well? What about adventure paths/campaigns that really make the players think? One of my players has read most/all of the adventure paths from Paizo, and I'd like to surprise him. So maybe a lesser known one, or something third party, would be better to do.

Which brings me to my next point, and the other half of the subject. I'm thinking Way of the Wicked would be really good for this. It's third party, and I know that that one particular player doesn't know the story. You wake up in a prison being told that you committed some evil deeds, and are going to die because of it? But you have no memory of having done any of it? Sounds like perfect story-fodder to me!

Here's the other thing, though: One of my players isn't really comfortable playing an evil character. And I really think that this campaign can be adapted to be good. Just switch the gods around and you're fine... But I wanna do something a little different. These characters with Amnesia? I don't even want them to know if they're good or evil. So I'm thinking that if I go with Way of the Wicked, what I might do is switch the names of the gods, make up my own, and not tell them what alignment they are. And then replace all references of demons to angels. Make it so that either side could seem to be good; or evil. Maybe make the group think a bit about what it really means to be good or evil.

Anyways, sorry about the novel. Any help you guys could offer would be great. Thanks!


Hey, guys. First off: Sorry if this is the wrong board. I looked around and this SEEMED to be the best place for this, since it involves a few different questions.

Lemme explain this concept that I'm toying around with. I had this idea about how to spice up our group gaming. See, the campaigns were great, and the combat was fun, and the character interaction was fine, but one thing that I saw that was pretty consistently lacking was the backstory. It would usually be pretty generic, and not really matter to the main story much. We'd just develop the characters as we played.

Well, I had an idea to change that. I figured it'd be cool if we each wrote each other's backstories. Not sure why, but I figured it might help. Then I decided to spice it up even further: What if we took the usual Amnesiac Hero trope, and applied it to the original idea? We had each player write the backstory of another player, but have them keep it a secret. The heroes have to discover for themselves exactly where they came from, and who they are, as they played.

Then I decided that players are untrustworthy little munchkins, and that it might be best if the DM writes the backstories for the characters instead, and they discover it as they play.

So that's the general backstory of WHY I need help. Let's get to WHAT help I need.

First of all, I'm going to be doing this over email/forum posting. We're all really experienced with Pathfinder as a system, almost all of us have DMed and played before, but only a couple of us have gamed online. So some help/suggestions I'd like:

What's a good adventure path/campaign that can be run online pretty well? What's one where the Amnesia idea listed above can be worked in well? What about adventure paths/campaigns that really make the players think? One of my players has read most/all of the adventure paths from Paizo, and I'd like to surprise him. So maybe a lesser known one, or something third party, would be better to do.

Which brings me to my next point, and the other half of the subject. I'm thinking Way of the Wicked would be really good for this. It's third party, and I know that that one particular player doesn't know the story. You wake up in a prison being told that you committed some evil deeds, and are going to die because of it? But you have no memory of having done any of it? Sounds like perfect story-fodder to me!

Here's the other thing, though: One of my players isn't really comfortable playing an evil character. And I really think that this campaign can be adapted to be good. Just switch the gods around and you're fine... But I wanna do something a little different. These characters with Amnesia? I don't even want them to know if they're good or evil. So I'm thinking that if I go with Way of the Wicked, what I might do is switch the names of the gods, make up my own, and not tell them what alignment they are. And then replace all references of demons to angels. Make it so that either side could seem to be good; or evil. Maybe make the group think a bit about what it really means to be good or evil.

Anyways, sorry about the novel. Any help you guys could offer would be great. Thanks!


Oh... Eek. I am really, reeaaahhheeaaaallly truly and firmly in the camp of everyone that says 'don't do anything'. If it was a different god I would maybe say do something. Maybe. Still probably not, though. For one thing, I guess I don't understand the problem with what he said. He was giving constructive advice, and whether or not it was the character or the player that had a brain-fart, it affected the players, so it should be handled in-character.

Asmodeus's whole dig is that he's lawful, and respects contracts. Oftentimes inquisitors, clerics, etc are in a sort of contract with Asmodeus. Give me powers, and I will give you my soul. His only other dig is that he's prideful, and he expects his worshipers to be prideful too. He expects them to flatter him, but takes it with a grain of salt for what it is, pure flattery.


I'm horrible at optimization, but I just wanted to bump this, dot this, and say that it's awesome. I've always liked the idea of someone dual wielding two INSANELY huge weapons, anime-style. Haha.


Is it bad that I read through the whole thread looking for that massive AC build? XD

Oh, on topic? I'm assuming you've worked it out. If not, just have a talk with the guy. srsly. Too often I see people jumping the gun and saying "Kick him out! Put him in his place! Crucify him!" (OK, not that last one) But I really believe that almost ALL of the problems that people bring up in regards to players or GMs can be fixed with a one on one talk, whether that be through email, phone, or just before or after the session.

One of the worst aspects of our (gaming) culture is how confrontational we tend to be. Add to that a stereotypical lack of social skills, and a lot of problems that would be easy fixes turn in to huge fights.


OK, OK. I get it. Bad idea, not optimized, etc. And I know I COULD just lead a cult (that's actually what my character did for a while) but I think it would be so much cooler to be divine. So ASSUMING I'm going to do it, and ASSUMING I'm OK with not being a huge damage dealer (and instead being a controller/buffer) what would you guys suggest? I'll see if I can post the full build later today.


Hey, guys. So, I'm playing the Way of the Wicked campaign, and without getting too spoiler-y I'm just gonna say that my Social Sorcerer is getting more involved with religious stuffs. So I decided that it would be really, really awesome to take some levels of Mystic Theurge. And thankfully, I'm low enough level that I can do it. Right now I'm Sorc 4, and I need to level up to six. I'm gonna take Oracle since the Charisma really melds with Sorc, and because I hate having to prepare spells ahead of time. :P

So basically, here's the deal. I need help deciding on Curses/Mysteries/Spell Selections for my Oracle. I want to make the transfer from Sorc4 to Mystic Theurge as painless as possible. Things to note about my character:

20 Charisma, Lawful Evil, focused on Controlling and buffing/debuffing (pit spells are especially fun) My feats so far are Skill Focus: Bluff and Knowledge Arcana, Eldritch Heritage (to get a familiar. Snake, of course), and I want to take Leadership at character level 7. I'm the Rakshasa bloodline for sorcerer, and I'm really open to anything as long as it's thematic, cool, and/or powerful.

TL;DR Help me make a Mystic Theurge from Sorc 4 to 20th level. Thanks!


Are there any PRCs that would be good for other spellcasters, that wouldn't really fit with wizards? I know it's sort of against the OP, but it's in the theme of it. :P


Video up today. Apparently everything he did for the next round(ish) of fights is gone? But he said he'd be more than happy to take volunteer DMs. So now you guys have your chance. :P

Edit: He also mentioned that everything was gonna be delayed until next week otherwise. Curse my wilting intellect.


So... Sean hasn't uploaded a video today. I really hope you guys didn't discourage him so much that he stops uploading. I know it sounds selfish, and probably doesn't mean as much coming from a guy that won his match, but a lot of us were having fun with this, even with all the mistakes. It was fun thinking up optimized characters, and making videos, and getting to share them with the world, ya know? I really don't think the personal attacks were necessary, and I'm gonna be disappointed if a few 'haters' keep him from continuing. *sigh* Just my two cents, I guess.


8 Red Wizards wrote:
DoctorYesNinja wrote:
8 Red Wizards wrote:


Stuff

4: It is a little weird, but RAW doesn't say that EVERY STEP has to be going closer to the enemy, just that it has to be in a straight line. It's technical, and a bit cheesy, but true. What he did, as I understand it, is include the moving away as part of the charge. Not taking one action to move, and then another to charge.

6: Well isn't that a bit harsh? To the first point: Yeah, he was wrong. As to the casting thing... First off, I think he may have just mis-spoke and actually rolled a concentration check. That is, of course, me totally guessing. Second, though, I was under the impression that if you were attacked at all in the same round that you cast a spell, you had to roll a concentration. It makes sense. And since he was attacked in that round, he needed to roll. Of course I may be totally off, but that's my understanding of it.

Not replying to 1,2,3,5,7 because it sounds like we agree

4) on page 198 it says pretty obviously that "You must move before your attack, not after, you must move at least 10 feet and may move up to double your speed *****DIRECTLY TOWARD***** the designated opponent. If you move 10 feet or more backwards you aren't moving "directly toward the designated opponent" breaking the rules of charging.

The definition of "Directly" is Without changing direction or stopping.

6) There are 2 options for casting your spell the actual cast on defense to not provoke which is 15+double spell level, and the only entry for taking damage while casting a spell is the "Injury" which specifically says "If you take damage while casting the spell" not if you take damage in the same round you cast the spell.

I don't think he deserves an F that's why I said D, but if I can offer any help I would be more than willing. I am not involved in any of these fights and I didn't submit a character

For number six? Okay. Guess I'm wrong. Whenever I play spellcasters, I just make sure to not get hit. :P

But for number four...

Like I said, it's cheesy and probably not how it's intended, but if you look at the RAW grammatically, it basically means this. "You must move before your attack, not after. You must move at least ten feet, and may move up to double your speed. If you move double your speed, all movement must be made directly towards the designated opponent."

The reason for this is because there are no commas around "and may move up to double your speed". I don't have the book with me, and I'm just looking at the SRD, so if it's different in the book then my apologies. And honestly? It sort of makes sense. Backing up to get a running charge at your opponent is obviously possible in the real world, so why not in Pathfinder?

Not the point, though. If you're up for it, I'd say that you should email Sean and see if he'd like any help. I'd offer, but I'm not DM material. I tried a few times and... it didn't work out. At all. :P

On another note: is anyone picking favorites to win, yet? Honestly I'm pretty frightened of Ser Roderick. I really don't want to have to face him, and good on whoever made him.


8 Red Wizards wrote:


Stuff

I wasn't gonna say anything, but since he's been getting bashed so much I want him to know that at least one or two people are on his side. Let's go over this in order:

First: Have you ever done anything like this? If so, OK. If not? You don't know if it's 'easy to learn' or anything. It SOUNDS like that would be the case, but being easy in theory and being easy in practice are two different things.

1: Nothing to say. You're right, and he's responded to some of that stuff already, admitting he was wrong.

2: I already mentioned how 'out of bounds' doesn't necessarily mean 'outside of the walls of the arena'. I don't know how that was the only thing people thought of. I don't think any of us, including Sean, realized how much of a bane fear spells would be, though.

3: Admittedly, most people don't really know how to use shot on the run well. In my short time here I've already seen a couple of threads talking about how it's kind of useless and very situational.

4: It is a little weird, but RAW doesn't say that EVERY STEP has to be going closer to the enemy, just that it has to be in a straight line. It's technical, and a bit cheesy, but true. What he did, as I understand it, is include the moving away as part of the charge. Not taking one action to move, and then another to charge.

5: Not gonna comment 'cause I was in that fight, so I wouldn't be impartial/whatever.

6: Well isn't that a bit harsh? To the first point: Yeah, he was wrong. As to the casting thing... First off, I think he may have just mis-spoke and actually rolled a concentration check. That is, of course, me totally guessing. Second, though, I was under the impression that if you were attacked at all in the same round that you cast a spell, you had to roll a concentration. It makes sense. And since he was attacked in that round, he needed to roll. Of course I may be totally off, but that's my understanding of it.

7: I agree with everything stated.

If you think that he deserves an 'F' or even a 'D' then I envy whatever GMs you've played under. He seems competent enough, but he just makes mistakes sometimes. I think he's an average DM. If you're offering to help him with the running, awesome.

Anyway, I don't mean to sound confrontational at all. I just want him to know that someone's sticking up for him, and thinks he's running something that most people are having a lot of fun with. As long as he stays consistent within his defined ruleset, I think it's OK. It would be much better if he didn't make mistakes, but what wouldn't?

Just my two cents.


StreamOfTheSky wrote:
Decimus Octavious wrote:

My group tends to use Wendy's terminology:

"My character is going to biggy size."

My male characters refer to it as, "unnatural male enhancement."

Sadly I have nothing nearly as punny for my female martial characters to refer to it as.

Body augmentation?


Dazaras wrote:
Just because someone can't tell that you're lying doesn't mean they automatically believe you.

Yes it does. :P

SRD wrote:
If you use Bluff to fool someone, with a successful check you convince your opponent that what you are saying is true.

But I digress. Almost anything, be it a skill, or a feat, or a weapon, is only truly powerful when used in skillful hands. If you have a powerful character, but don't use him well, than he's not necessarily better than a worse character used more tactically. I'm talking about skills that, if used intelligently and well, can be game breaking.


I've got a question that may make some GMs squirm in their seats, and some players grab the torch and pitchforks, but... What are some really breakable/abuse-able skills? I'll give you an example that I've seen.

Bluff. Bluff can be INSANEly powerful, under the right circumstances. I personally have a fourth level sorcerer that has (I think) an 18 or 19 bluff, that can add +5 to it around nine times a day. Combine that with a hat of disguise, and a good charisma, and you can take down a kingdom. I've had a lot of fun convincing people of less than plausible things. Anyway, what are some good skills for game-breaking?


If you're not having fun, and there's no way that you WILL be having fun, then just point-blank leave. As much as Pathfinder means to people, keep in mind that first and foremost it IS a game. And a game is all about having fun.

On another note, though, I feel like 'just leave' is an all too often spoken sentiment. It's best, in my opinion, to talk one on one with the GM first. Tell them your concerns. Voice it in a reasonable way. If you can't get through to them THEN leave. But you sound like you have a good case. I would really strongly urge you to try talking it out first.


Crysknife and Cdogg, you guys are getting a rematch! Very cool. Good luck to you both, this should be fun.


Any insta-win spell really bothers me. On the DM's side it can really mess up a cool, fun, and well-planned encounter. On the player's side you feel a need to take it so that you're optimized/helping the party most/whatever, but you don't WANT to take it both because it really takes away the fun from everyone, and can really mess up a cool, fun, and well-planned encounter. That goes double if it's a spellcaster in the group that's not you. You want them to shine and have fun and not tell them what spells to take, but you also want the rest of the group (including yourself) to have fun. Grgh.

I know it's not totally on-topic, but same goes for some combat maneuvers, especially grappling. If everyone in the party is good at combat, but then the Monk steps up, grabs the BBEG, and ties him up in a round and a half, then it's really lame.


I would still go with the pig farmer anyway. O.o


I know what you mean. Admittedly if I had known it would be exactly like this, I would have built an enchanter geared towards making people run away, or maybe a bull-rusher or something. Keep in mind, though, that the arena's layout is going to change. So it might turn in to something where it's not feasible for the opponent to run away.


The arena area limit doesn't necessarily mean that that's where the walls are. Think of it like a Basketball court. You can go 'out of bounds' and not be in the stands. There's actually a significant amount of room between the court (or the fighting arena, in this case) and the stands where the audience is (or the walls, in this case). Just an idea.


Hey, BigDTBone. Thanks a bunch! I'll admit I was scared of your build at first. I had no idea about the iterative attack rule, so maybe Sean didn't either. Either way, that might have drastically changed a few things, as it seems I rolled ones on about half of my attacks. XD But, I'll go with Sean's ruling if you will. Either way, that was a REALLY fun fight, I think.


I am probably screwing myself over (as I'm playing a Monk) but I have a question about the last fight. If I recall correctly (and please tell me if I'm just misremembering, or flat out wrong about the rules) but I thought that you had to make a FoB as a full-round action, but in the fight I could have SWORN the Pally made a FoB AND moved in the same round a few times?


Oh, man. I am so much more excited for this than I have any right to be. XD I'm a C going against a B, so... We'll see what happens. O.o


Oh, no no no. I'm not The Last Laugh. Too ballsy for me. Haha. I'm Marlowe Banes. I got a C and I'm going against a B. I'm going against a "Johnny Come Lately". Hoping to pull out an underdog victory, but... He IS a B.


Oh, god. Don't furry me. XD

I did take deflect arrows, though. Hahahahahahaha.


Wow. XD I really, really hope I don't face this guy. Haha. I don't have him written up all nicely, but I submitted Marlowe Banes, gentleman fighter. Or should I say Monk?

He's a grappler. That's what he does. He grapples, and sticks close to people. He's also got a surprise item or two up his sleeves for if the going gets tough. Have you seen the video for The Last Laugh? One of the characters submitted for the challenge. It's pretty cool.

Link: I hope this works


2 people marked this as a favorite.

Definitive one way or another, I can't say. But I have a cool (in my opinion) anecdote.

I'm a big theater guy. All throughout highschool I did theater, and I'd like to continue doing it, at least in the community, throughout my life. Maybe that's why I'm in to Dungeons and Dragons and stuff. Anyways, that's not the point.

I went to go see a one-act festival at a local college (George Mason University, if anybody else went to see the Ten Minute Play Festival this year) and one of the plays brought up an interesting thing. Basically the premise was there were these two guys who had been best friends their entire lives. One of them was gay and one of them wasn't. The gay one was in love with the other one, but obviously it wasn't the other way around too. Anyway, to make a long story short, one of the biggest lines the heterosexual guy said was this: "I hate it when people say that being gay is a choice. Because, you know, I would choose to be gay with you, you know? I love you- like a brother."

It just got me thinking, is all. So yeah.


Don't you need TWF if you're going to be attacking with your shield, though?

To the OP: One thing I for some reason tend to forget when playing human is that they get an extra skill point every level. It probably won't help you too much, but you never know.

Another thing I find REALLY helpful when it comes to fighters, more than any other class, is to plan very far ahead. Decide what feats you're going to be getting when, so you can make sure you have all the prereqs ahead of time. What skills and armor do you have? Where do you want your character to end up?


It would depend, as some have already said, on the definition of 'gods'. For instance, one viewpoint could be that since it IS possible for mortals to ascend to godhood, who's to say that all gods weren't once mortals? And if that's the case, why call them gods at all, instead of particularly powerful mortals, who don't age? For instance, the monk class in pathfinder's capstone ability is to stop aging. They don't die naturally. I think Alchemists can also get something like that. So what's the difference between a level 20 Monk and a god? People worship the god, but probably don't worship the monk. That, and it's unlikely that a monk could take a god on in a one on one fight... but even that's not necessarily true. Just my two cents.


I love this. I'm not great at optimization or anything, but I just love the idea behind this. A guy just beating another guy into submission entirely with nonlethal damage. Haha, this is great.

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