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FelwynGD's page
75 posts. 1 review. No lists. 1 wishlist.
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Burst of Radiance
http://www.d20pfsrd.com/magic/all-spells/b/burst-of-radiance
@Faelyn- Thank you for the build. That looks pretty solid to me and would fill the role of a ranged blaster pretty well. What is great about aether?
@Philo- That is a good idea. Luckily, the players shouldn't be dealing with guns that much being the druid conclave is adherents to the old ways, but that would be a good idea for some baddies I am looking to have them face.
@Bloodrealm- That is a good amount of versatility, I wonder why the guide I read said they are DPS
So how would a Air/Aether function in play, do you not "full attack" with blasts, just empower them?
@ Chaos Ticket: Race is open to whatever. I am just looking for builds, I thought air was good but if there is some other awesome kinecticst build out there I am not aware of then I would love to hear about it (i don't know anything about this class.) I think the only must have I gave that is covered the best by air is the flight, so any cool builds I am open to. I am very new to this class.
The character will be played as a magical ability user, magic is still used in the SP nation, it is just starting to fall away to technology.
@ Possible Cabbage: Aether looks cool, I just want to make sure it is a competent DPS that can support the PC's in some way. I will definitely look at this build to see what all the abilities actually are. I would love to see a air build also. I also heard water/earth was a good combo apparently and fire is a solid DPS machine but not much else.
Anyone else with some builds/feedback?
Hello All,
I am trying to make a GM PC for a game I plan to run here pretty soon. The theme of the game is a steampunk confederation going to war with a Druid like conclave (think cowboys versus Indians) Technology is advancing, guns are abundant and the PCs are loyalist to the steampunk nation
I would like to make a solid Ranged DPS Air kineticist (open to suggestions on elements, air ha flight and celerity) to travel with them and maybe at some point the party will find out that the GMPC is a deserter from the Druid nation.
Kineticist are hard for me, so I need some help. 25 pt buy. 7th level HELP!
Must haves
- Flight( Would be really nice)
- Good ranged ability
- Party support
- Relatively easy to run
Mooncursed Barbarian- Use crocodile as main rage form (Gives you swim speed and a bite attack). Take rage powers : Beast totem line, Breathtaker,other thematic rage powers.
Prince Yyrkoon wrote: FelwynGD wrote: Cool Build. I like the social talents and you are right those vigilante talents are nice. It seems to me thought the damage is a little low, given there are no class mechanics to give you a boost when need (Bane, Challenge, Smite Evil, ect.) True, the Avenger Vigilante doesn't have the inbuilt damage boosting that other classes get (unless you're using fists or fineness). However, you're still a Full BAB class who can get pounce. You still lose out to the Barbarian in that regard, but you get social abilities that she doesn't.
Under ideal circumstances a Paladin or Cavalier or even a Fighter will out damage you, but you still do respectable damage. And once you hit level 12 you can deal with non-ideal circumstances much better than they can. you are right, the Vigilante does get more social skills and some cool stuff at later levels. I just wonder if i want to wait that long ;-)

BadBird wrote: You could play him as an Aasimar with the Scion of Humanity racial alternative who didn't/doesn't know that he has angelic blood until some powers start to manifest. Maybe as a Daring Champion Cavalier wielding bastard sword and buckler ~
Oracular Champion
Dual-Cursed Oracle of Lore 1, Daring Champion Cavalier of the Dragon
Aasimar (Deathless Spirit, Scion of Humanity): 16STR+, 10DEX, 12CON, 12INT, 7/9WIS, 16/18CHA
Traits: Irrepressible, Reactionary
1C. Noble Scion (of War)
2O. *Revelation: Sidestep Secret* / *Curses: Tongues(Celestial) and Haunted*
3C. Extra Revelation: Misfortune
4C.
5C. *Panache, Deeds: Precise Strike, Dodging Panache, Swashbuckler Initiative* / Slashing Grace: Bastard Sword
6C.
7C. Heavenly Radiance: Wandering Star Motes / +F: Power Attack
8C.
9C. Heavenly Radiance: Sunbeam
That is a cool build. I didn't even know of the heavenly radiance feat. Sadly it seems my DM would rather me shy away from tiefling/Aasimar for his setting. I will remember this build though bc it is very interesting
Cool Build. I like the social talents and you are right those vigilante talents are nice. It seems to me thought the damage is a little low, given there are no class mechanics to give you a boost when need (Bane, Challenge, Smite Evil, ect.)

BadBird wrote: Four key questions:
1. How much magic do you see the character using? None/Minor/Medium/Lots?
2. What sources are available?
3. What race?
4. How complex do you want this to go?
For a 'knight' with just a touch of magic, I would probably look at either a Cavalier with 1 level of Oracle or some kind of Fighter using 4 levels of Warpriest. But there's a billion ways to go with it; you can make an effective 'knight' out of a Barbarian/Wizard type character with major spellcasting power if you want to.
One build concept I've been looking at for a frontline melee character lately is combining a one-handed weapon with unarmed strike and claw attack; doing it with a bastard sword that switched between two handed single attacks and one-handed for two-weapon full attack would work nicely, but I have no idea if that's a bit more exotic that your concept.
1. Background of character is he was a squire, his lord died defending a village that was in front of a tactical point that the government abandoned in favor in protecting the point. He was given a field commission as Knight because of his service defending the village and his sway with the people he was given a very minor knighthood. He is called by many "The Peasant Knight". So maybe some magic (like my first inquisitor incarnation) but I dont know if a full caster really fits. Also we need a little front line.
2. Everything but 3rd party (maybe the Path of War Stuff if I could convince my GM)
3. Not real picky, i usually go to human bc of the versatility
4. I am all about complex, so fire away
Prince Yyrkoon wrote: Avenger Vigilante. Great skill set, full bab, vigilante talents give you powerful combat options, social talents that let you have some narrative power, and there is literately nothing stopping you from ignoring the dual identity thing. You can use all of your vigilante talents and abilities in your social identity. Or you could pull a Richard I from Ivanhoe and create a "black knight" persona (as in a knight with a black or blank shield and heraldry, not a villain) to pall go places incognito. I haven't looked at the Vigilante, good catch. I will investigate further, any build advice?

Java Man wrote: Well, you said skilled knight type, what type of skills? If you mean social, I would suggest a daring champion cavalier, if you will want high cha anyhow, the get some pay off from the swash feature added to the DC cabalier, and your horse won't be lonely in the stable.
Or if you think knights can sing, bard or skald would be great for skills, more Rhaegyar than Jaimie though...
Looking at the group you lay out, I see stealth/ infiltration skills covered, social skills, and some knowkedge type stuff. Do you think you will need wilderness skills? If so a steel blooded celestial or destined bloodrager maybe? Just think of the bloodrage as a sort of "combat focus" rather than berserk, and voila! You have wilderness skills on your list, 4 points a level base, and the utility of a few spells. And you can seriously kick butt.
Skills wise I am looking to be able to participate in skill like challenges. The game is going to have a decent amount of political intrigue, minor exploration. Bloodrager is an interesting idea, and you suggested a cavalier which others in the thread have already. Lots to ponder that is for sure. I am not sure How I feel about the rage mechanic for flavor reasons, but re-flavoring is always an option.
Nicos wrote: Paladins, orcales, and slayer also work pretty much fine. It really depends on what you like more. I have never gotten into oracles, any suggested build? Paladins dont really have the skills that I would like and slayers just dont blow my skirt up. Any build suggestions that make the interesting?

Atarlost wrote: Any one handed weapon other than the rapier can be used either one or two handed. One point of average damage over the longsword is not worth a feat by any stretch of the imagination. Not even a half-elf's skill focus. I suppose a tengu may as well go for it.
The most knight-ish class is cavalier. That gives 4+int skill points with all social skills as class skills. A human using the favored class bonus for skills gets another 2.
Another option is the samurai alternate class. They lose no occidental weapon proficiencies and the only other oriental reference is in Weapon Expertise. If you take weapon expertise in longbow and use normal CRB equipment there's nothing to mark out that you're using a nominally oriental class. If you like resolve more than tactician there's no reason you can't use the samurai class for a knight.
I was considering a Cavalier, I have never really made one ( I did have a samurai a while back). I agree with you about the feat cost of bastard sword, luckily my DM just let me be proficient with it, but I definitely see your point!

Hello,
I need some help form the infinite wisdom of this board. I am going to be playing in a homebrew games coming up soon and the DM has stressed that it is going to be a 40/60 split between social/ skill stuff and combat. I really want to make a knight like character. Here are the specifics
+ Decent Skills
+ Medium- Heavy Armor
+ I will be using a bastard sword for the versatility for 2-hand or 1 hand and shield- or something similar (DM GAVE FREE PROFICENCY IN BASTARD SWORD)
+ 25 pt buy
+ Level 5
+ Using Inherent bonus system
+ Party consists of an unchained summoner (social skills, big azazta edilon), A Unchained rogue going into crimson assassin, A unchained rogue that is focusing in alchemical stuff, A ranged inquisitor using guns, and a Divine bloodline sorcerer.
What would you guys do if you were in this game and wanted to make a knight? As of right now I made a Inquisitor (Sanctified Slayer) with the conversion domain, but with the addition of the other inquisitor I wanted to explore some other options.
Tl;DR- I want a knight like character with decent skills and good combat contribution. Think Jaimie Lannister
Unchained rogue 1/ Wizard (admixture) 3/ Arcane Trickster x VMC Magus is real nice. Pick up the Prescient attack Arcana and destroy someone with fiery shuriken.

Regarding your original build. I think you can dirty trick without an issue. Gauntlets of peerless maneuver and Wayfinder should get you all you need, especially if you are flanking with dirty fighting
Another way to get sneak attack reliably is the Circling Mongoose +Canny Tumble Combo. It is feat intensive but really good at getting those sneak attacks! It also would combo really well with your precise strike+Outflank teamwork feats.
H Dodge
1- Mobility
3- WF Longsword
3T- Precise Strike
5- Disciple of the Sword
6T- Outflank
7- Spring Attack
8- Slayer Talent- Rogue Talent- Combat trick- Canny Tumble
9- Circling Mongoose
9T- Intercept Charge
No power attack on this build but if you want power attack, remove WF and grab it and replace the Disciple of the sword with Extra bane or Accomplished Sneak attacker for an extra D6. Now you can dance around someone and count as flanking (with yourself, hello outflank and precise strike). Damage will be good because of Sneak Attack+ Studied Target+ Bane+ Weapon Spec (From DotS)
You Are looking at 1d8 (LongSword)+2d6 (Bane) +2d6 (Sneak) +1d6 (Precise) +9 (STR +Bane+Dots+Studied Target)= 1d8+5d6+9
Attack Bonus
6(BAB)+ 3(STR)+1(WF)+2(BANE)+2(STUDIED TARGET)+4(OUTFLANK)+2(CANNY TUMBLE) = +20/+15
This is not including the bumps you will get from Divine Favor, inherent bonuses or higher stats.
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http://www.d20pfsrd.com/feats/general-feats/sacred-geometry
http://www.d20pfsrd.com/feats/general-feats/calculating-mind
http://www.d20pfsrd.com/feats/general-feats/arithmancy
Fates Favored, Threatening Defender
Conversion Domain
H- Combat Expertise
1- WF Longsword
3 Improved Feint
3T- Precise Strike
5- Disciple of the Sword
6T- Outflank
7- Swordplay Style
8 Slayer Talent- Rogue Talent- Combat Trick- Power Attack
9- Swordplay upset
9T- Intercept Charge
Utilizing sword play style, this build will let you get sneaks in because you can feint them when the miss you with a melee attack. You should have good ac due to the combat expertise bonus (penalty reduced by threatening defender) and the swordplay style feat. You are still getting a shield bonus to AC but you can also use you long sword 2 handed for 1.5 STR and the PA boost. With the accuracy boosts from Divine Favor, Studied Target you should be able to hit ok. Conversion domain has a pretty cool 8th level power but also lets you use your wisdom for bluff so you can feint with ease.
SmiloDan wrote: Are there any fun warpriest blessings that help archers? Air, Destruction, any of the alignment blessing (+quicken blessing) for a meat shield
Grandlounge wrote: My skald uses preform oratory and utilizes the spirit totem line of rage powers. To RP this I would like him to read transcriptions from the "Wall of Names", a wall to commemorate fallen pathfinders, the essence of those spirits protects the pathfinders still alive today.
To add to this I would like to use real fallen PCs. If anyone has a few moments to spare a quick blurb for any fallen pathfinder would be awesome.
Soand-So died protecting his allies while exploring the old dwarven runes of such and such. He will never be forgotten.
Hookra Stumpthumper, noted alchemist and business dwarf, died when he detonated his bombs to destroy his body when a demon was about to posses him and kill his allies.
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Well Secret Wizard has a great guide that has a really neat ranged fighter with fun ticks like ranged trip and disarm. Take a look!
https://docs.google.com/document/d/1p2sDGtlDJcz5z47LwXGKV7bQGNAUmFxFBupBCJO orxo/edit
Also, have you take a look at the new weapon training options for fighter and the weapon mastery feats? They could help spice things up for you.
Take a look at that guide though, great ranged fighter build in there.

thejeff wrote: Devilkiller wrote: @thejeff - Back in 3.5 I made firearms Simple weapons. This seems appropriate to me since one of the advantages of muskets seems to have been that it was easier to train people to use them effectively than it was to train skilled archers. I still think that lowering the rate of fire for PCs to less than once per round would probably create a lack of fun though. There's also the fact that a higher level PC with enough wealth could just go with the "Blackbeard" option and carry multiple loaded pistols for use with Quick Draw, so using load times as the primary balancing factor on firearms could be difficult to pull off well. That's pretty much my thought. You could carry multiple pistols, but by the time you can afford that, you're going to be wanting magic ones, which is still going to be hard to afford. Especially if you're trying to lay down the huge rates of fire current pistoleros get.
Less than once per round means you use them at the start of the fight then switch to a melee weapon. You know, like flintlocks were really used.
You just don't play gun specialists.
If using multiple pistols, you could cast Greater Magic Weapon on a bunch of ammo, then you have a bunch of +x pistols.
Imbicatus wrote: You really don't need to scrap the build. You still have WIS to initiative, so at the very least you will be able to sneak attack at the beginning of combat while foes are flatfooted. Sneak Attack is not a core component of the damage for a Sanctified Slayer, it's just a nice bonus. Your main damage is coming from archery feats, studied target, deadly aim, and bane. That is true. I guess I need to take a step back and not be so concerned with the SA damage..... just wish it wasn't so hard. lol
Claxon wrote: FelwynGD wrote: My bad, teachs me not to read closely. I have decided to go a different direction and grab the gunslinger feat and snap shot to be able to flank and sneak that way. I'm not sure what Gunslinger feat you're specifically referring to, but regardless you can't flank with ranged weapons. It's melee only.
Snapshot will allow you to threaten, and make attacks of opportunity. It will allow you to provide flanking to others, but you do not benefit from flanking. Sorry, this will not get you ranged sneak attack. please see edit above, yes I am now aware it doesn't work. Reading the whole post does help ;-) But you are totally right.... bummer
Gunslinger
Prerequisites: Base attack bonus +4, Weapon Focus (any firearm), proficiency with any firearm.
Benefit: When you attack with a firearm, you do not provoke attacks of opportunity.
Normal: Attacking with any kind of ranged weapon in a threatened square provokes attacks of opportunity.
My bad, teachs me not to read closely. I have decided to go a different direction and grab the gunslinger feat and snap shot to be able to flank and sneak that way.
Edit: that doesn't work either, I might just need to scrap the build. Dear Lord this is more work than necessary.

CBDunkerson wrote: Ranged sneak attack usually comes down to 'you can see them, but they cannot see you'. That means invisibility, various means of obscuring vision (e.g. smoke/fog/snow/darkness) AND seeing through those, or sniping.
The obscure vision abilities are usually the most reliable because very few enemies will have 'snow sight'. If you can manage multiple forms of obstruction and vision you'll almost never have problems (e.g. Dark Stalker with fog vision is just mean).
Failing that I'd recommend sniping. Get a pair of greater sniping goggles and you can sneak attack from so far away that many enemies won't be able to overcome the distance penalties on their perception checks even if you aren't hiding. If you do the 'hide and shoot' bit you want the 'Master Sniper' feat to get off two shots before hiding again and various means to offset the -20 hide penalty (halfling swift as shadows, Expert Sniper feat, rogue stealthy sniper talent, greater sniping weapon property, et cetera).
I like the idea of dropping smoke and firing , sadly that would hurt my party, I guess for now I will stick with 1 turn gun twirling and hoping I drop something to get the grit back. Maybe take next 2 levels in fighter and grab dirty fighting, improved feint and greater feint?
Torbyne wrote: Feint is still a standard action without heavy feat investment, no? So this build is only getting one sneak attack off every other round and on the off rounds you are not making any attacks? The feat allows you to spend a grit to feint, so you are not having to use the Standard action to feint.
Ok so the gist is I am not getting ranged sneak attack easily..... How can I improve the build.... ?
This is what I was afraid of. Would going straight inquistor be better for judgements and trade out dazzling for deadly aim?
Hello all,
I need some help with a build. I have an sanctified slayer 8 that I am using pistols with and trying to use Gun twirling. The issue I am finding is a way to get consistent sneak attack.
Human Sanctified Slayer 8 (traits Fortune Favored,
H Point Blank Shot BPI: Exotic Weapon proficiency (Firearms), Gun smithing
1 Rapid Reload
3 Rapid Shot
5 WF Pistol
7 Dazzling Display
Slayer Talent
8- Grit- Amateur Gunslinger, Gun Twirling
Teamwork Feats
3- Coordinated Shot
6- Target of Opportunity
So the original idea was to use Gun twirling to get sneak attacks off, kill someone and regain the grit, rinse repeat.Any ideas to improve the build? How can I get SA more often?? 25 pt buy btw.
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t3f
Relevant Faq showing that with new five stacking rules bashing and spikes don't stack
Question concerning the Minotaur Double Xbow:
From what I am understanding when I fire this weapon once, I fire 2 bolts and if I hit i get to add the extra dice, not my stat twice
So Fire xbow- bolt base damage d10- hit so I do 2d10+bonus , not 1d10+bonus,1d10+bonus like a double barrel pistol?
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Imbicatus wrote: Honestly, it's a better option to take one level of swashbuckler (preferably inspired blade) followed by everything else sleuth investigator if you want to combine pools. While the Investigator is 3/4th BAB, Studied combat makes up for that, especially with a huge panache/luck pool and an inspired rapier. I could see that being a good option. I just have a hard time giving up precise strike =-).
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Chess Pwn wrote: You'd gain limited inspiration, a +2 will save, a lot of class skills. You'd miss out on 1 BAB, a lower hit die, slower progression of swashbuckler abilities. Luck abilities are no damage on a successful reflex save, and maybe a stacking initiative bonus. That is not a horrible trade to be honest. The BAB is a little rough, but the class skills alone is awesome, adding in more will save as a Swashbuckler is good, and inspiration makes all those skill ranks even better, along with a conditional way of getting better to hit. The pseudo evasion is also pretty nice. Combine this with the Inspired Blade Swashbuckler, could be a great way of getting a lot of points to use and lots of cool abilities that are not specifically combat oriented. Might look into this.
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Would taking a level in sleuth investigator and then going straight swashbuckler be worth it for the double CHA mod to their pool and the added versatility of the pool?
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StabbittyDoom wrote: Sleuth archetype of Investigator is the only one I know of off-hand. That is what I thought also, the only other thing I could think of was the Archaeologist Bard, but I don't thin that is a luck pool.
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From the Swashbuckler class:
"Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.
A luck user does not count as a grit or panache user to satisfy feat prerequisites."
So what classes get a luck pool that would stack with a panache pool?
Undone wrote: FelwynGD wrote: Looking at your Sacred Fist build, you have it taking pummeling style at level 1 warpriest. The requirements for that feat are BAB +6. So I am wondering if I am missing something or is this a mistake? Quote: Prerequisite(s): Improved Unarmed Strike; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature. You pick 1.
Quote: Is multiclassing with the Warpriest really worth it? The base WP should never multiclass. However the sacred fist (Especially the MoMS) benefits HUGELY both in the short (Levels 2 to 11) and long term (12-20) because fuse style with pummeling dragon or pummeling snake are INCREDIBLY strong. Especially pummeling dragon at mid levels (9 ish). Oh that makes sense. Nice!
Looking at your Sacred Fist build, you have it taking pummeling style at level 1 warpriest. The requirements for that feat are BAB +6. So I am wondering if I am missing something or is this a mistake?

The Storm of Swords wrote: Ok so I am making a character based loosely on Alister from Dragon Age, He uses a Sword and Shield as many characters do.
But I do not know much about that play style.
I want to make a build focusing on the Sword and Board style of combat, I know its not the best but it can be fun and useful. I was thinking of either Paladin, Warpriest, Brawler (Shield Champion and picking up a Weapon Prof with a Flaw feat (House Rule))
Sword and Board works best in my opinion as a TWF build. Shield slam is a great feat and lets you control the battlefield a little bit. Do some search on the forum ad i bt you will find some fleshed out builds.Out of your list i like the paladin most bc it could really capitalize on TWF with Smite Evil, also gives me more of a Grey Warden feel. Another thing I see on the boards quite often are people who use a quick draw shield and on their turn stow the shield to 2 hand a weapon then quick draw the shield out at the end of their turn so they can have the defensive bonus form the shield. Don't forget about the bashing enhancement and for some extra punch with your shield and of course a shield spike. Good Luck!
I'm Hiding In Your Closet wrote: Shave his wings with a rusty razor,
shave his wings with a rusty razor,
shave his wings with a rusty razor,
early in the mor-ning!
What do you do with a Half-Celestial,
what do you do with a Half-Celestial,
what do you do with a Half-Celestial,
early in the mor-ning?
Torment him until he's Fallen,
Torment him until he's Fallen,
Torment him until he's Fallen,
early in the mor-ning!
Da-da-da-da-da-da-da-da-da-da.....
LOL very clever.

Lich Bard wrote: Changing the format from template to race, to start, will get you somewhere, and then you can decide whether you like it how it is, or to add or take away things.
Whether is refluffing the template or making a new race, you could get the aasimar into the workbench. The "celestial" thing, also considering that a half celestial's celestialness is much more than an aasimar's, should take the form of:
-The celestial subtype in the bestiary (type, immunities, senses, etc)
-More Wisdom, more Charisma. Maybe +4 instead of +2. (I think that wisdom is a celestialish ability, the other could be Con, maybe)
-Consider very much whether to put DR or SR. DR should be /evil, and SR may be only for evil spells. Look the aasimar-only feats to get an idea.
-Take ideas from the paladin, or some spells from the cleric. Maybe it has a "sacrifice" ability, in which loses some hit points and cures a mortal the same amount, or half.
Just to name a few. Always have the fluff present, and ask yourself "does this have the celestial thematic?" Maybe it has more CL when casting good spells, or cure, or summoning good monsters.
Thanks fr the great advice! I was more thinking what class to make the character. I plan on just taking the template and applying it to a human chassy or something. I was just wondering what the board would do with all the tasty bits you get from the template and get from the 30 pt buy. I was thinking maybe warpriest, or an oracle or something that feel flavorful for a celestial. What would you do?
I am playing in a game where the GM wants to get CRAZY. So because of this we are playing a 30 pt buy game starting at level 5 with standard WBL and we can choose crazy races and such. I chose to take the Half celestial template and make it into a race. Problem is I have no idea what to make. What would you guys do??
Alternatively, we have the option to make a 28 RP race and use it.

XMorsX wrote: I do not know what advice to give you without changing the things you want staple.
If you are going after maneuvers, the maneuver master is your best bet. In this case, dirty trick is the best maneuver to focus.
But, if you want to invest in trip, then the flowing monk does it best. With Vicious Stomp and greater trip, yiu will be able to provoke two AoOs when you trip someone and make him save twice or get flat-footed. As a result, it is probably better to continue with a class that grants sneak attack like the Ninja, that also progresses your ki pool. A 3-4 lvl dip in lore warden will also be useful for the CMB boost.
Ki mystic is not a particularly good archetype, if what you want is more ki, drunken master does it better.
Than being said, ki mystic stacks with weapon adept, and if you rule that you can use perfect strike with a temple sword it is a good choice. You can take back stunning fist with a feat and take the cornugon stun feat so that you can use it through your weapon.
I would avoid specializing in grappling, unless you take the Tetori archetype. That being said, having improved grapple as a bonus feat is not a bad move, it is just very situational (mainly useful against casters). Trip is great when it works, but it does not work universally enough IMO. Also, unless you are a maneuver master (or a tetori for grappling), you will not have enough bonus to CMB so that your maneuvers can be regularly effective against the BBEGs, unless you are satisfied with a 50/50 chance at best. So the investment that you have already done in maneuvers is enough and you should not focus more on them, unless you run out of options.
Stunning Fist is definately better than Elemental fist for a high Wisdom build.
Actually my best proposal is to take advantage of your high point buy and the easy wisdom-to-attack/damage and multiclass with Paladin into the Champion of Irori PrC.
I guess I wasn't clear. I am not married to the ideas but I just like the idea of unarmed fighting. I like monk weapons but the idea of not ever having to worry about weapons is cool to me. I have never really made a monk and I know the changes are different but have been tested to show not a huge but positive effect on play style. Mainly what I want to know is what is a better investment- elemental fist and monk of 4 winds or stunning fist (and as mentioned) Druken ki. I did grab grapple for the caster situation bc our dm likes casters. I am not sure about my trip feats I took. Any other suggestions for that maybe?

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I am making a character for a homebrew game. We are 30 Pt buy and we are using the following amendments to monk proposed and tested by Dabbler
1) Zen Warrior: A monk may choose to use their Wisdom bonus rather than their strength or dexterity bonus for attacks made with special monk weapons, combat maneuvers, and with the monk’s unarmed strike. Regardless of which ability modifier is used, the monk adds his AC bonus to his number to hit with unarmed strikes and special monk weapons.
2) Amending the Ki-Pool entry as follows:
“As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to gain a +1 enhancement bonus. At 7th level this increases to +2, at 10th level, his unarmed attacks are +3, at 13th level +4, and at 16th level his unarmed attacks gain a +5 bonus. In addition the monk may bypass the hardness of objects with his ki strike. At 4th level he bypasses 5 pts of hardness (wood), at 7th level 8 pts of hardness (stone), at 10th level 10 pts of hardness (iron and steel), at 13th level 15 pts of hardness (mithral) and at 16th level 20 pts of hardness (adamantine).By spending 1 point from his ki pool, a monk can make one additional attack a round at his highest attack bonus when making an attack. In addition, he can spend 1 point to move 20 feet in a swift action.”
3) Monks are proficient with all monk weapons
This is the build I have come up with (Currently 6 level)
HumaN Monk (Qigong monk/ Ki Mystic) 6
Str 13
Dex 14
Con 14
Int 12
Wis 20
Cha 8
Feats
H- Power Attack
M1- Deflect Arrows
1- Mantis Style
M2- Improved Grapple
3-Combat Reflexes
5- Vicious Stomp
6- Improved Trip
My question I have is is going into 2 maneuvers viable? Should I focus on one? I kinda want to stick with the archetypes I chose. What is good feat progression? Also is stunning better (getting Medusa wrath at 10 level) than elemental fist ( Monk of the 4 winds, Djinni Style). Here is the feat advancement I would use for MO4W
Feats (If Monk of 4 winds)
H- Power Attack
M1- Deflect Arrows
1- Combat Reflexes
M2- Improved Grapple
3-Vicious Stomp
5- Djinni Style
6- Improved Trip
TLDr- I need help making an effective monk with changes listed above. Is stunning (with Medusa Wrath) or elemental fist(MO4W and Djinni Stlye) better? What is a good feat advancement? 2 maneuvers or 1 (I would rather grapple to shut down casters, DM is kinda focusing on them a little)
Thanks for all the help

master_marshmallow wrote: XMorsX wrote: master_marshmallow wrote: XMorsX wrote: A bashing spiked heavy shield deals 2d6 damage. You will never need the scimitar. You will deal more damage with two-handed shield attacks. For sword and board you need Shieldmaster in order to be effective, which is too feat intensive for a Paladin to be worth it.
Now if you want the Scimitar just to show of, you can certainly do it.
This is incorrect, a bashing heavy shield deals 1 d8 damage, the spike is considered a different weapon all together, and it does 1 d6.
There is not a way to get 2d6 out of an appropriately sized shield. Actually there is not a clear definition about how exactly they are working. I has been suggested to make it work like you say, but you can definately ignore this suggestion. Bashing enchantment is magic anyway, who needs a logical explaination. In 3.5 edition the combination was used fine anyway.
Whatever the ruling you may follow though (I find it a bit lame to pay for shield spikes only to find out that you cannot enchant your shield the way you could an ordinary shield), still the way to go is a heavy shield wielded with two hands. Two things:
One: If they stacked (which the link you has JJ clearly stating that the shield spike and the shield bash are two different weapons) the damage would be 1d10, not 2d6.
Two: What kind of damage would this do? You shield bash is what the bashing enchantment improves, making it 1d8 bludgeoning damage, and the shield spike is 1d6 piercing. It is clear that they are two separate weapons.
Did you even read your own link? http://www.d20pfsrd.com/bestiary/npc-s/npc-19/scarred-wanderer
This NPC has a spiked heavy bashing shield and does 2d6 base
I also don't see half those options given on this page
http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally
is there some place i can go to see all the things I can summon at each level?
so how about from 1 untill summon monster 4?
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