Brinetooth

Doorhandle's page

Organized Play Member. 44 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



Dark Archive

I know this sounds like a silly question but bear with me.

Do half-orcs count as orcs for archetypes and classes that require you to be an orc? Such as the dirty fighter archetype.

Thank you!

Dark Archive

Alright. I have an idea for a PFS building involving a Sylvain bloodline sorcerer with boon companion, but I need to nail a few things down first.

1. If I'm a mounted caster, would it be better to max out my companion/myself for melee combat, or to use it as transport while I fling spells and insults from afar?

2. What creatures would be best for the above purposes? For combat I'm thinking either a mammoth, a hippo (with vital strike and it's brothers) or a rhino. Tigers of course are ideal due to pounce, but I'd rather avoid them (not gonzo enough). As for transport mounts a giant snake (various movement modes) a giant gecko (free spider climb), or anything that flies (because durr) would be good.

3. Is it worth cross-blooding, and if so which bloodline? Aberration + various touch attacks and/or polymorphs sounds good, dragon could work, and arcane is just universally useful.

4. What sort of spells/feats would be useful? Enlarge person shared could be fun, as would other form-of spells (by RAW, they still work). Fire breath/burning gaze would he half-decent at low level, as the animal companion could remain mobile while dealing breath damage. Aqueous orb/fire sphere would be great as I could use 2 at once while having my mount move about.

5. Can animal companions take teamwork feats? In a home game it would depend on G.M, but I want to know PFS verdict. Same with style feats/feral combat training.

6. Is their a way to exclude yourself from "every creature adjacent to you/your companion" effects? It would be nice to be able to cast wreath of blades on myself without hurting my mount or vice versa.

Dark Archive

I had this idea for a build that I think will be fun: abusing dirty trick. Problem is, I can't figure out which class I should use in order to make the most out of it.

Rouge (Sulking slayer):
Pros: Still has Crapton of skills/roles outside combat
Can make the most use of blinding
Damage potential.
Cleave usage: Could be helpful.
Cons:
Orc-only
No idea what rouge tricks to pick
How does Underhanded Maneuvers work anyway? Do I get a dirty trick on every attack or what? could make or break archetype.
Very low CMB compared to the others.
Poor armour
Slow feat progression

Manuver-master monk:
pros: Flexibility in mauvers
sheer amount of manuvers/fast application of all debuffs
mobile
strong early.
Poteinal for large bonus.
Can use Devish dance/TWF: advantage other other archetypes, not other classes
Cons: Can't be mobile and still good tricker
Must spend ki for large bounus
Poor armour, at least at start
MAD, unless I spend precious feats/gp.

Lore warden figter:
Pros: HUGE bonus
knowledge skills (allways nice)
know thy enemy supplements low damage
Free combat expertise
spare feats
cons: Don't really need the spares
Low armour, and unlike others NOTHING to compensate with.
Very slow rate of dirty tricking

Dirty fighter
pros; RIDCOULSLY FAST application of mauvers (speedy-trick/double tricks)
Fairly high bonus
good armour/no real limits on equipment.
Almost S.A.D
cons:
Lower bonus than other fighter types/CMD also a little lower.
Race-limits
Combat experience = difficult to get
Side-step = worthless
#$%$ for skill ranks.

Cad:
pros:
Interesting skills
Fun with disarm as well (read catch-off guard for reasons.)
Deadly surprise and sweeping prank
sligly larger bonus than normal
Crit-synergy
Cons:
Terrible armour, like lore-warden
Wanted class-features progress slowly/arrive late
No sneak-attack to take advantage of class features
Crits very random/corresponding randomness of trick rate
Very sparse skill ranks.

Which one do you recommend? Or which combination of classes?

Also:
1. Ideas on how to diverlsy apply dirty trick (like entangling something with no pants, or blinding something without sand)
2. What items beside the normal will support this?
3. What order to apply dirty-trick debuffs in? Entangled or blinded would likely be first, with deafened second if a caster.
3. Is it worth going into the pit-fighter prestige class, and If so, with witch of the above classes?
Rogue would suffer the most, don't know about monk, while Figher types may loose pit-fighter levels/useful class features.

Dark Archive

I have two ideas for these, and I'm putting them up here for feedback/catching things I haven't considered

1. For every 5 full points of B.A.B, you may take another 5-ft step in any round where you could normally take one. You can take these steps in-between attacks, or consecutively.

Hopefully this will result in more movement in combat, partially full-B.A.B ones who need the help for mobility while full-attacking.
Problem is, if 2 characters are already in mutually good positions, nether of them are going to move. Not sure how to change that. Also, the monk is shafted again, but I have an inkling on how to fix that.

1b. TWF, I.TWF, and G.TWF give an additional 5ft step along with their additional attack. Likewise, a monk with flurry gets five-foot steps as if he had full B.A.B and the above feats

Partially there because the stereotype of dual-wielders is that they're the fast ones, partially to make it worth the feat investment, and mostly because the monk is supposed to be hyper-mobile but couldn't flurry and BE mobile at the same time.

2. All attack-feats that were standard actions to use (Cleave, awesome blow, ect.) are now attack actions, but each can be used only once/round.

This means that a dragon, for ensample, could use a vital-strike bite, an awesome-blow claw, and a great cleaving tail swipe all in the same full attack.

The exception to this is spring attack (because I can't figure out how the hell that would work in a full attack) but you could use great Cleave + spring attack simultaneously, for example.

Also former attack actions (like stunning fist and perfect strike) can all be used on the same attack simultaneously. For instance a monk with the appropriate feats could make a stunning elemental punishing perfect strike.

Again, the purpose is to make full attacks more interesting/flexible, and to buffer their power up a bit. Might make vital strike too powerful, though seeing as it is now a zero-cost damage increase: and monsters tend to have better damage die than P.Cs.

Thoughts? Comments? Critique? What will this affect, both melee and the game as a whole?

Dark Archive

Just a few questions:
1. An internal alchemist looses throw anything as a bonus feat. Do they still add their intelligence bonus to bomb damage?
2. What if they pick up throw anything using their normal feats? Do they get the Int. bonus to damage then?
3. Does the int. bonus to damage apply to other thrown weapons, like alchemist's fire or daggers?

Dark Archive

So, I was asking about making a blaster Qinggong monk on another message board and I was wondering:

Seeing as a monk's robe increases your effective monk level for other abilities, would it do the same for this monk's S.L.A caster levels? And would a necklace of Ki serenity do the same thing?

I kinda think I’m grasping at straws here, but I wanna be sure.

Dark Archive

I have a Few questions about seige weapons and Large creatures.

Q31:

Ultimate Combat wrote:

Inappropriately Sized Firearms: You cannot make optimum use of a firearm that is not properly sized for you. A cumulative –2 penalty applies on attack rolls for each size category of difference between your size and the size of the firearm. If you are not proficient with the firearm, a –4 nonproficiency penalty also applies. The size of a firearm never affects how many hands you need to use to shoot it, the exception being siege firearms and Large or larger creatures. In most cases, a Large or larger creature can use a siege firearm as a two-handed firearm, but the creature takes a –4 penalty for using it this way because of its awkwardness.

How exactly does this work? Can a large creature only carry a cannon around like a two-handed weapon, or can he shoot it like a nomal two-handed gun? If so, can he use feats that normally only affect two-handed guns?

Q32: Is their any way to load a siege weapon faster? Does counting as four crewmembers for being large allow you to load and aim as if you were 4 guys?