Davashuum

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Forgive me if this is in the wrong section, but I have taken a notice to the Feat Knockout artist stating in the feat tree section as so

Quote:
Gain +2 damage per sneak attack when dealing nonlethal sneak damage
when you are on the page of the feat itself
Quote:
When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus on the damage roll per each sneak attack damage die you roll.

now my question is, Is this extra dmg +1.. or is it +2, which one is correct and which is the typo.


I'll definitely take this into consideration, I'm hoping to hear from others to see what else people can come up with :D


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So for fun with a group of friends and just to pass time between our real campaign DM'd by a friend of ours. we run our own parallel campaigns some world and characters but it's own story and such. all of them are beginners as am I with DMing and it all is just in fun of course hardly much seriousness. basically it's seen as lighthearted practice with them getting used to RPing and lvling, but it is still treated as it's own campaign.

I'm wanting to run a module or maybe somehow whip up a christmas themed adventure for my party, and I'm asking if anyone can help with ideas, possible module that already exists or monsters and scenarios.

We are in the world of Golarion, and currently the party is about to finish the Feast of Ravenmoor Module. which at the end of the module should leave them in Magnimar. I've calculated their XP and they will be lvl 4 and 200 away from 5 once this module finishes.

We are running the fast track XP and the party consists of.

Male Human Barbarian AC18 with a greatsword, combination of PA and furious focus deals a min of 15(2d6+13)dmg without the use of rage (tends to forget he can rage) or enhancing items. tends to think with his head ~_^ and it's gotten him into trouble in this module and in our other campaign xD

Male Half-elf Inquisitor, AC 17 he's mainly melee focused scythe wielder with the deity of Apollyon. min of 5 (2d4+3)

Female Catfolk Rogue by actions and character (2ranger/1rogue) is going with the catfolk advantage of d8 sneak attack with claws, AC 17 Favored enemy human, twf rapier and shortsword, and occasionally claws. (can't recall his min dmg)

Male Human Archer (fighter archtype) this character is mine which is there cause I enjoy being apart of the game as a player but am very good with separating the two workings, I most of the time leave the decisions to them unless they turn to my character or to help with examples of rp. AC 19 (chain shirt, armored kilt and +4 dex) Archer with Dervish dance. Min dmg 6 (1d8+3+2 [deadly aim and STR rating] not accounting extra shot with RS or +1 from point blank)

I understand if this is useless info but I thought maybe this could give an idea to what I am working with, also no one has magical items. and I was thinking the boss be some sort of similarity to Nicholas the Renegade from SAO on how the boss is santa themed.

Any help and thoughts will be appreciated and considered thank you :3


Ello, I have been looking into feats that could be helpful for an archer. and I've skimmed and read almost every if not every feat again and again and I notice a new feat I missed or I forget one and I have attempted to google a list for you'd think for as long 3.5 and pathfinder and D&D in general has been out a list of ranged/archer specific feats like deadly aim and precise shot etc etc would have been made by now and I'm crestfallen and surprised to there not being any.

Can anyone point me the right way or help me with a list of them?


I thank you very much Xaratherus, that actually answered all of them very effectively :)if other questions appear I'll be sure to post.


I've been doing reading on the magus as I started to try the class out. I went through the magus guide on this site. Noticed Arcane Mark was coded as recommended found out why as per the spell combat and spell strike ability giving that extra melee attack at -2 along with it's first. I've also done reading about chill touch acting about holding charge for x rounds per caster level and so I'm left with these questions.

My Magus is currently lvl 3

1. When casting chill touch as part of spell combat and with the free action of gripping the 1-handed weapon make use of charging the melee weapon for both strikes since the charge is channeled through the weapon as for the the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. and then upon the next attack still taking use of spell combat attack to discharge the last charge and then cast shocking grasp for the next extra attack with a charge thus giving you a total of 4 charged swings.

2. My other confusion is upon the spell of chill touch itself. it speaks of it's effects being of target or multiple targets along with being instantaneous. this sounds similar to that of scorching ray, I have read via faq such that it is considered holding a charge and so forth but have read elsewhere via DnD srd and thus I ask if this becomes true and possibly changes what I have read via other asked questions. does this mean If I were to use it in conjunction with spell strike I would then acquire more attacks via the use of the arcane mark technique ex. Spell combat: Cast Chill touch, Attack (normal with -2 if I am correct), -2 Spell Strike, -2 Spell Strike, -2 Spell Strike.

Quote:

Touch Spells and Holding the Charge

In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. If you cast another spell, the touch spell dissipates.
Some touch spells allow you to touch multiple targets as part of the spell. You can’t hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.

I can understand if paizo/pathfinder has found that and ruled it differently to their game but I bring it up in the sake of possibly being overlooked/missed when the errata/FAQ was made.

I apologize if anything asked, phrased or mentioned is not clear. I myself am searching for clarity. I ask though with help and reassurance that you support answers with a Source if possible please and thank you everyone :)

Edit: As for #1 my meaning of next attack pertains to next turn upon my chance to attack.

Edit2: I am now also curious if it is possible to cast a touch spell hold the charge and then cast a spell via wand. would this count for the charge dissipating or would the wand still cast and you retain the charge.


okay, thanks I was just curious, would cleave/great cleave go well though with the style?


Ok I'm curious to know does the counter strikes from panther style count as an attack action and does an AoO count as one aswell.


ah, I always just kept scratching my head at why it was saying it being a total of 20 and not a total of 18 and etc. I guess I was reading it too literal.


I understand that. So then why is it saying a total flurry BAB of 20 shouldn't it be a total flurry BAB of 18 when applying the considered penalty of twf?


Azaelas Fayth wrote:

Wow... The Racial Archetypes do stop the stacking/synergy.

Basically, It is as if you were a full level 20 Fighter with the TWF feat only.

So 18/18/13/8/3 when flurrying.

When fighting without the Flurry it is simply a 19 BAB(is my math correct?).

well your math seems to be correct on the portion without flurry but this here is what I am referring to and is why I'm asking about the +20 in a flurry

http://www.d20pfsrd.com/classes/core-classes/monk

[The monk rules for flurry of blows state: "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?

A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.

So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.]


Thanks and I did bring it up and he is still allowing it as such, soo umm advice on the character now that it's allowed? and can someone explain to me the editor thing on the monk page talking bout how a 19/1 fighter monk gets a +20 to flurry but yet if I am reading the flurry chart right the flurry chart is already applying the -2 (like twf) to the attack roll and so a lvl 1 monk means BAB 1-2= -1/-1 FoB... so how the heck is a 19f/1m a 20 flurry... shouldn't it still be an 18 at most like it is at the end of the flurry chart?


Barry Armstrong wrote:
Drizzt_Entreri wrote:
Azaelas Fayth wrote:
No the archetype replaces all class features at once.
Oh... so.. does that mean I should give my DM a good kicking for the misleading of understanding? xD

Or give him a kiss for allowing you to skirt around rules, although you're going to get confused once you get to a level where multiple archetypes try to affect the same ability...

well it was more like the "dip" method of it was more so, that I level as a normal monk but at a certain level like at 15 I choose flow to replace quivering palm, at lvl 17 I dip into four winds for aspect and etc such as earlier I dipped for the elemental fist and soon the slow time and etc. more so creating a hybrid I guess I didn't know that the archtypes were as a whole I thought through what my DM told me, that it was more so a way to replace a class feature with another via archtype dipping.


Azaelas Fayth wrote:
No the archetype replaces all class features at once.

Oh... so.. does that mean I should give my DM a good kicking for the misleading of understanding? xD


Rynjin wrote:

None of those are compatible.

Flowing Monk replaces Bonus Feats, just like Master of Many Styles does, both Flowing and Four Winds replace Stunning Fist. Both Four Winds and MoMS replace Perfect Self.

You can't have all 3 archetypes.

Also, your BaB equals your Monk level ONLY when you Flurry, you use the normal BaB for normal attacks.

I thought the archtype was that they could be selected while leveling like at each level of a bonus feat I were to choose MoMs and at level 17 choose flow monk to replace quivering palm an such.


Hello, I am new and well am curious with some feedback upon this monk build I am currently in the process of making through imagination during my first time playing as the class. I am currently lvl 6 in a game and I am aiming to be a pure monk by 20. The title is basically the three arch-types I have planned to dip into, I'm hoping to have a monk that's mastered in at least the three styles panther,crane, and snake. so I dip into the three using the MoMS for the ability to have more than one style active and take a style feat without meeting a pre-req other than the previous style. the four winds for the Elemental Fist, slow time, aspect of the tiger and immortality. The dip into flow monk is for the ability to reflect a targeting spell effect back unto the caster. I do understand the sacrifice of FoB but I do think it can be worth it with the right feats and utilization of high dex and wis mod for more attacks at Full BAB within a round along with being hard to hit. The thing is I've always thought a monk had 2 forms of BAB one for combat which is based off his monk level and the other for meeting the reqs for a feat which is how I took it from reading the flurry section BUT when reading flurry the faq part mention that a 19 fighter/ 1 monk would get a BAB of +20 for flurry but yet a pure 20 monk gets a 18? I'm not understanding that. so would my unarmed attacks without FoB be my monk lvl+ my Str mod or is it the BAB given?

My apologies for the lengthy question and possibly confusing search for advice.