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Hey guys, I have a 15 point buy Human Brawler/Monk of Many Styles/Monk of the Sacred Mountain. I'd like some help assigning the points and direction. MoMS/MoSM 1 1. Combat Exp., Combat Reflexes, Stunning Fist, Imp. Unarmed Strikes, Snake Style MoMS/MoSM 2 2. Snake Fang, Toughness BF1 / MoMS/MoSM 2 3. Janni Style, Imp Trip BF2 / MoMS/MoSM 2 4. Close Control, Ki Throw BF3 / MoMS/MoSM 2 5. Close Combatant, Janni Tempest BF4 / MoMS/MoSM 2 6. Imp. Grapple BF5 / MoMS/MoSM 2 7. Binding Throw BF6 / MoMS/MoSM 2 8. Chokehold BF7 / MoMS/MoSM 2 9. Menacing Stance, Greater Trip BF8 / MoMS/MoSM 2 10. Vicious Stomp I wanted him to be able to quickly shut down an enemy while still dealing large amounts of hurt. I see him in great armor with a shield, for added defense. A miss will trigger two AoO from Snake Fang which, if one hits, triggers Janni Tempest for a +4 to Trip the target on your turn. Initiate a Trip which triggers two AoO from Greater Trip and Vicious Stomp where you can move directly into a Chokehold with only a -1 penalty, because your target is Prone, instead of the -5 penalty. Can the bonus from Death or Glory go towards CMB? Should I take a third level of Monk to get that extra +1 CMB? Should I rearrange anything? What should I look into getting next?
Would this feat chain help represent the Izuna Drop, or at least can this feat chain be roleplayed this way? Human Maneuver Master Monk 1. Imp. Trip, Combat Reflexes, Ki Throw
Feats Considered: Improved Ki Throw, Spinning Throw, Tripping Strike, Dimensional (Agility, Assault, Dervish, Maneuvers)
Human Magus with Magical Lineage for Rime Spell on Frostbite. 1. Rime Spell (UM), Combat Casting (Core) 3. Magus Arcana: Close Range (UM), Imp. Unarmed Strike 5. Enforcer (AP), Extra Arcana: Spell Blending (Touch of Idiocy)(Core) Spells: Frostbite (Magical Lineage), Frigid Touch, Touch of Idiocy So this is my progression for my bad touch Magus. The idea is to hit with non-lethal damage using an Unarmed Strike with Frostbite created using Rime Spell. So on a successful hit the target is Fatigued and Entangled; -2 to strength and dex, can't run or charge, plus an additional -2 to attack rolls and -4 to dex. All of that is un-savable but all of that is followed by a free action intimidate that could if successful make the opponent take another –2 penalty on attack rolls, saving throws, skill checks, and ability checks for a total of; -2 strength
All that just from Frostbite. What I wanted to know was if I instead switched out Combat Casting for Enforcer, could I, with Frostbite make an unarmed attack (not a touch attack) without incurring an Attack of Opportunity due to not having Imp. Unarmed Strikes? I mean because I have the spell active. So that I can do all of that at level 1 instead of later.
Dark Ranger Elf Magus (Myrmidarch) Trait: Magical Lineage 1. Combat Casting (Core) 3. Magus Arcana: Lingering Pain (UM), Reach Spell (AP) 5. Point Blank Shot (Core), Extra Arcana: Spell Blending (Animate Dead, Lesser)(UM)(Magical Lineage) Notable Spells: 1st. Charm Person 2nd. Animate Dead, Lesser (Magical Lineage) 3rd. Vampiric Touch I'm not sure how many of you are familiar with the Dark Ranger from Warcraft 3, but I thought it would be a a really cool character to play. I've tried to make it here: Magus Arcana: Lingering Pain (Silence) Spell Blended (Animate Dead, Lesser) that is a Magical Lineage for Reach Spell to try and satisfy Myrmidarch's Ranged Spell Strike. Whether or not it does, you all can let me know. Also I know that it might have to hit a target that is already dead... Let me know if the arrow strike damage happens before the spell or simultaneusly. Vampiric Touch (Life Drain) Charm Person, somewhat weak in comparison to the W3, but it can work.
I was originally making a Frost character that focused on lowering Dex and pretty much incapacitating an enemy when I realized that he reminded me of a Death Knight pre-Pandara (Not played since before that so don't know what it is like now.) So I decided to see if I can make him into one. This character is mostly themed after level 10 because my DM has ADHD and we have never gone past level 10 before switching games, sigh. Anyway this is what I came up with. Death Knight-Human Magus Trait: Magical Lineage (Frostbite): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. Feats 1. Rime Spell (UM), Combat Casting (Core) 3. Magus Arcana: Arcane Accuracy (UM), Extra Arcana: Close Range (UM) 5. Uncanny Concentration (UM), Spell Penetration (Core) 6. Magus Arcana: Enduring Blade (UC) 7. Spell Focus (Necromancy) (Core) 9. Greater Spell Focus (Necromancy) (Core), Magus Arcana: Lingering Pain (UC) 11. Extra Arcana: Spell Blending (Bestow Curse)(UM), Greater Spell Penetration (Core) 12. Magus Arcana: Maximized Magic (UM) 13. Extra Arcana: Spell Blending (Enervation, Animate Dead) (UM, Core) 15. Undead Master (UM), Magus Arcana: Reflection, (UM) Notable Spells: 1st. Frostbite (Magical Lineage), True Strike 2nd. Frigid Touch 3rd. Ray of Exhaustion, Vampiric Touch 4th. Bestow Curse, Animate Dead, Enervation Notes At level 1 the character can drop an Enemy's Dex by -6 due to an un-savable fatigue with un-savable Entangle, (Frostbite, Rime Spell) At 3rd you get the Close Range Arcana so that you can focus solely on Strength for hitting things. Plus you can now use Ray of Frost as a spellstrike instead of Arcane Mark if you run out of spells. At 4th you get Frigid Touch. Stunning. At 7th level you can give a character -10 to Dex and -6 to Strength no save with two separate attacks. (Frostbite (Rime Spell,) and Ray of Exhaustion as a touch spell. Level 11, they finally get a save with Bestow Curse. But if they fail that will save, that'll be -16 to Dex I can't finish this post right now... My girl's calling me to the kitchen... I do want to know what you think so far though. Please Critique.
Is it possible to make a large spike spear up out of the ground to attack a target? (Last Air Bender references) If so what damage would it be? Can Stone Shape be used to make bullrushes? The spell's duration is instantaneous, so I'm thinking that it is possible but the spell is pretty vague on its uses.
I'm working on a monk arch type and was wondering what you all thought about it. Is it too much? Do I need to add something,replace something, switch around something? Willing Target (Su): At 1st level, when you take a full-attack action, each consecutive hit against the same opponent grants a +1 bonus to hit equal to the number of previous consecutive hits you have made against that opponent this turn. This ability replaces stunning fist. Strength of Will (Su): At 3rd level, a monk of the invisible hand adds his wisdom modifier to all strength and dexterity related skills. This ability replaces still mind. Ki Pool (Su): At 4th level, in addition to the normal abilities of his ki pool, a monk of the invisible hand may spend 1 ki point in order to cast Mage Hand as an extraordinary ability. His caster level is equal to his monk level. But unlike the normal mage hand it uses the monk’s carrying strength using his wisdom. Also the monk can use mage hand as a ranged touch attack that deals damage equal to the monk’s unarmed damage plus his wisdom modifier. This attack can be used in the place of any one of the monk’s attacks using his wisdom modifier for the attack roll. This damage type is force damage. Force of Will (Su): At 5th level, a monk of the invisible hand gains a bonus equal to his wisdom modifier on damage rolls. This extra damage from wisdom is force damage. In addition he can spend 1 ki in order to gain a bonus on attack rolls equal to his wisdom modifier on all attacks for a round. This ability replaces purity of body. Invisible Touch (Su): At 7th level, a monk of the invisible hand may perform combat maneuvers with his Mage Hand while still keeping his hands free and staying unhindered. Also the monk gains a +2 to his CMD. This ability replaces wholeness of body. Mindful Ki (Su): At 10th level, a monk of the invisible hand may use his ki pool as a free action as well as a swift action. This ability replaces the bonus feat. Invisible Barrage (Su): At 11th level, a monk of the invisible hand may spend 2 ki points in order to replace any number of his attacks during a full attack for mage hand. This ability replaces diamond body. What was that? (Su): At 15th level, once per encounter, per target, whenever the monk of the invisible hand strikes are target with mage hand the target becomes confused for a number of rounds equal to the monk’s wisdom modifier (DC 10 + 1/2 your character level + your Wis modifier.) This ability replaces Quivering Palm.
Idea for a Human Flowing Monk. Feat Progression 1: Improved Trip, Combat Reflexes, Opening Volley 3: Janni Style 5: Janni Tempest 6: Ki Throw 7: Vicious Stomp 9: Power Attack 10: Medusa's Wrath I wanted to do something with the monk to increase his chance to hit while taking full advantage of his Flurry. I imagined that, if all things went well, he would begin combat by getting into range and throwing a shurikan. Then on his following turn gain a +4 to his first attack of his flurry of blows, if the target moved into melee or he took the five foot step to get into melee. This would in turn give him a +4 to his Trip attempt during his Flurry. Hopefully the trip works and triggers an AoO from Vicious Stomp and if the attack hits the target is not only prone but flat footed which gives the remaining flurry attacks more of a chance to hit. But for the last attack in the flurry I would have the Monk use a Shurikan in order to begin the whole thing over with +4 on his next attack. Problems My attack bonus with ranged weapons would likely be much lower than melee, also prone targets gain a +4 to their AC. I don't have Precise Shot and attempting a ranged attack in melee provokes an AoO. But then again if it is only that target he will be flat-footed. Is there any way to temperarally boost a ranged with a feat? Also is there anything I need to consider or change?
Level 10 Human Hunter of Erastil
Statistics Strength - 15 +1 Increase = 16 Dexterity - 14 +1 Increase = 15 Constitution - 12 Intelligence - 7 Wisdom - 14 +2 Human = 16 Charisma - 10 Feats Level 1 - Monk 1
- Point-Blank Shot (Combat)
Level 2 - Monk 2
Level 3 - Monk 2 / Crusader Cleric 1
Level 5 - Monk 4 / Crusader Cleric 1
Level 7 - Monk 6 / Crusader Cleric 1
Level 9 - Monk 8 / Crusader Cleric 1
Greetings all. The idea about this character is that he is capable in both range and melee. He is capable of Flurrying in both Melee and Range and even able to combine the two. I see his combat beginning with a full attack range. Then when targets charge in he can make a full attack with a +4 for the first attack, Trip with the second, Stomp with an attack of opportunity, Kick him twice more while he is down, use Ki for an extra flurry attack to take a five foot step and shoot with the long bow to finish the full attack flurry and give himself another +4 for the his next attack from Opening Volley. If I can't do this please let me know. Also the feats and stats are subject to change if there are better ways i can use. I would love the help. Please let me know your thoughts. 15 point buy.
I know this is a noobish question but; After touching a target with Shocking/Vampiric, is the spell all used up and I have to recast it my next turn or can it be used again the following turns until I dispell it myself? 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 until the spell is discharged. 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'm not completely clear on it.
Greetings all, I have to create a 5th level char with a 15 point buy and I was thinking of going druid. The idea I have is for a druid: Wolf Shaman Stats Strength - 15 +1 Increase = 16
Feats 1 - Spell Focus (Conjuration), Augment Summoning (Human Feat) 3 - Extend Spell 5 - Natural Spell Spells of Importance/Note 1st Level Spells for the Extend Spell Feat - Call Animal, Charm Animal 3rd Level Spell - Summon Nature’s Ally II (Wolf) Synopsis - Using 'Call Animal' and 'Charm Animal' I could basically have two animal companions of the same level (Though one will obviously be stronger than the other) for at least 10 hours a day. During battle I may call upon a third wolf for assistance which will also be strong. Later levels will allow for more hours and more wolves during combat. OP View - I know it isn't exactly an optimized character but I think it will be a very RP fun Character that will still be effective. Critique and Assistance - I would love for more ideas in making this char.
How does a performance combatant sway a crowd that only consists of his enemies and the party he is with? Are his companions considered a Helpful Crowd? If alone is the enemy group considered a Hostile Crowd? What is the performance check DC in a random encounter? I'm planning to play a Gladiator Fighter. 1 - Weapon Focus, Dazzling Display, Dramatic Display, Performance Weapon Master 2 - Performance Combatant 3 - Savage Display 4 - Masterful Display 5 - Power Attack
1. Channel Smite, Imp. Channel
Trait - Sacred Conduit, +1 Channel DC. So I want to play a Chaotic Neutral Human Battle Cleric of Gorum that wields a Large Great Sword (Sorta like the character from "Berserk." A -2 for a 1d6 isn't horrible, spells can make up for it I think) I was going to have my char Channel Negative Energy, (He's Neutral, he can do that... as long as I'm not playing the healer that is, cause I'm not.) My questions are; What should his 15 point buy stat block look like? Should I rearrange/change his feats? Should I take the Crusader Alt for Heavy Armor Prof or keep the extra spells? Or is this a horrible idea and it won't work?
Is this correct? Monk, Master of Many Styles - Snake Style (Sense Motive as AC) Level Rank= +1 Human Bonus Feat / Half Elf Trait, Skill Focus = +3 Level 1 Bonus Feat - Alertness = +2 Favored Class Bonus = +3 18 Wisdom = +4 Social Trait - Suspicious / Human Race Trait - World Traveler / Both = +1/+2 Snake Style = +2 Total = 16/17 + 1D20 which is really 18/19 - 36/37 because a 1 on a D20 is auto fail.
How can I make this more awesome for later levels? Human Fighter 2 Ninja 2 1 Point Blank Shot, Throw Anything, Quick Draw
So far I have a Ninja with 5 Katanas strapped to his back and sides. On a full attack he can fling 4 of them at the enemy for 4d8 plus strength on each die plus poison while still holding onto his fifth. I don't know why I thought that katana's did a 1d10 like a bastard sword... but oh well.
Ok, just so that I have this right... If I have a level 2 paladin with a +4 to his Charisma that has Radiant Charge as a feat, is it that he can with a single swing expend 5 Lay On Hands to get 5d6 +4 of damage added to his attack as part of a charge? I'm going from what I'm reading on the Paizo site. Maybe its different in the book but that is what I'm reading. Also if this is the case does it stack with Smite Evil? And if this is the case.... (OoO)! Radiant Charge
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