Ice Troll

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No one has any ideas?


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I am going to be in a a homemade campaign that is very viking style. Land in termoil after a Dragon and Giant war.

Current party line up I know about

Dwarf Barbarian
Human Fighter (may multiclass cleric)
Gnome Druid

I did everything randomly to get my character cause I didn't know what I wanted to play, Stuff worked out, got good stats and Dwarf, which I enjoy very much.

So I don't know what I want to do with him. We are limited to core rulebook for classes and archetypes need to be approved with reason for back story. I prefer no caster class, as well as no monk. I am leaning towards ranger as my preferred class. Any suggestions

Stat array pre-racial is
9
12
13
13
17
17
I rolled decent.

Give me your thoughts forum


Mathwei ap Niall wrote:

Well I am currently playing a similar nat weapon ranger build (I went Rogue instead of barbarian for the intimidate line though) and can give you a little advice on your build.

first, never take improved natural attack. All it does is up your claws from a d4 to a d6 which is a net gain of 1 pt of damage, not worth the feat.
Also the Shapeshifter line is also a trap and I highly recommend you don't take it. It's only 1x a day and improves so slowly you'll never need it. Plus it requires you to give up your Favored terrain ability which can be obscenely powerful if you use it correctly.
If you are concerned about moving through space without provoking use invisibility, you can move further (40ft instead of 20ft), and with a decent stealth roll no one will ever see you charge the boss from the rear.

As for the charge through build, it is a unique idea and should probably work the way you want. However the bigger problem with charge builds isn't creatures in the way it's difficult terrain. Your build doesn't have anything to let it get past that.
I'd highly recommend picking up Dragon Style which will let you charge through difficult terrain & friendly occupied squares(you'll have to burn a feat for Improved unarmed strike but it's worth it and also opens up the Feral Combat training feat later).

My personal recommendation is to go 2 levels barb, 4 levels ranger (with the Guide Archetype if possible) and then spend the rest of your time as a Horizon Walker.
You'll get a more flexible version of Favored Enemy on top of a superior version of it as well, plus significant terrain bonuses (a flat +20 to initiative, perception, stealth and Survival is nice) and some awesome spell-like abilities including immunity to fatigue and exhaustion (rage cycling is now possible for you).

This is

the build I'm going for. I'm level 3 at the moment and seems like it will be fun and painful. Any other advice you might have. My campaign is the Jade Regent setting.


Also I am currently level 3. And I am doing more ranger for Skill points since we have no one in the parter that gets more the 2+ a level other then me and the Mystic theruge build on his cleric lvls.


I am currently playing a Natural attacking Orc. Going to be Barb 2/Ranger4 then Horizon Walker at least 3.

Orc:
Lose Ferocity for toothy
Lose intimidate for Endurance feat.

1st:Barbarain (urban), feat:Power attack
2nd:Ranger(Guide, Trapper)
3rd:Ranger, NWS Aspect of the beast(claws), feat:Ironhide
4th:Barbarian, Power: lesser fiend totem
5th:Ranger,DM letting me take Toughness inplace of endurance since i alreay have it from half orc
Feat:?
6th:Ranger
7th:HW, Feat?, Choose Desert terrain
8th:HW, Desert Mastery
9th:HW, Desert Dominance is at will rage no fatigue exhaustion.

I dont know what to do with most feat options and weather I should continue HW or not. I think so I am building this character to be more helpful to the gropu instead of going all out damage. We have later game bloomers to do damage so have early game. Have a magus and Dragon disciple from fighter/sorc.

So let me kwow what i should do for feats and progression. I can still make changes at this lvl but cant after this point so let me know.


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No, You are considered to have the two weapon fighting feats for flurry of Blows. There for you can not take the feats to have them stack with it. You start at lvl one with a -1/-1 flurry because it incorporates it as if you are using two weapon fighting with it already.


Drunken Master Dwarven Monk

1st:Swift Drinker
Monk 1: Deflect Arrows
Monk 2: Combat Reflexes
3rd: Snake Style
5th: Dragon Style
Monk 6: Mobility
7th:Snake Sidewind
9th:Snake Fang
Monk 10: Medusa's Wrath
11th:Dragon Ferocity
13th:Elemental fist
Monk 14: Improved Critical
15th:Style Master
17th:Deep Drinker
Monk 18:Snatch Arrows
19th:Dragon's Roar?


SterlingEdge wrote:
Exactly how much alcohol did you consume at PaizoCon to necessitate this…

Not Enough!!!


I believe my GM would allow guided property.


Also if anyone has a fun Master of many styls build other then the Druken master of many styles build. I very much like the Archetype but said to lose my flurry.


So I was thinking of doing a Manauver master build

1st:Combat reflexes
1st bonus:Improved trip
2nd bonus: Improved Dirty Trick
3rd:Snake Style
5th:Vicious Stomp( something else if take Greater trip at 6th)
6th bonus: Greater Dirty trick/ Trip
7th: Snake Sidewind
9th: Snake Fang
10th bonus: ??? - Tripping Stike?
11th???? from here out

Or a Kinda normal build/ Martial Artist:

1st:Deflect Arrows
1st Bonus:Combat Reflexs
2nd Bonus:Throw Anything
3rd: Dragon Style
5th: Dragon Ferocity
6th Bonus:Improved trip
7th: Elemental Fist
9th:Dragons Roar
10th Bonus: Medusa's Wrath
11th: Weapon Spec.
13th: ???

Also Would Flowing monk be worth losing the speed boost as a 20 speed little dwarf or no? Any good flowing monk builds/ combos.

Please give me input on thoughts on builds so far or better if you can think of them. I think of to many options and cant find which one I want to play with.


So does anyone have any other builds besides a zen archer. Also what is very efficient Zen build. I would like to see some builds people have used, cause I'm paranoid and want to be very useful full of fun Dwarven RP.


Thanks for all the advice far. It would be nice but I guess my DM really wants people to stay all one class. Says will give more benefits late game for us in his game work better RP wise. So a build going straight monk is what I'm looking for.
Was thinking Zen archer. But wasn't sure with our ranger. Can you still do trips and stuff in FoB if your Zen archer monk.


Ok So I am in a low game and am playing a dwarven monk.

I have recently had a reset button on my character.

In a group of a Elf Ranger focus on Bow.
Paladin Human.

I am wondering how to build my monk.

Level 7 at the moment and going all the way to lvl 20 or higher.
I would like to stay monk all 20 levels.

Let me know what build you feel would fit best and the best way I could build him.

Stats are very high in customized campaign.
Str- 18
Dex-18
Con-21
Int-19
Wis-20
Cha-12

They will continue to get better as we progess in the campaign hopefully. I would appreciate any help. I have asked for help a few time and havent gotten full answer.

Thank you in advance.


Thank you for the input petty. I appreciate it. Druid sounds like fun, sounds like we need something to deal with traps and such. I was also looking at half orc with toothy and going trap ranger. Feral seems fun and then not to squishy.

Anyone else have some ideas, what else does it look like the group needs?


Also in jade regent campaign


Ok me and some friends are about to start a campaign where everyone must have some animalistic them. So pretty much no base races.

Group has-(starting at lvl 1)
-Ratkin magus
-Catfolk ranged paladin
-kobolt cleric/wizard going mystic thurage
- negaji ( lizard race) fighter/sorcerer into dragon disciple

Now what for me, I was looking at tengu rogue with claw/claw/bite. What else would help round out the group?


blackbloodtroll wrote:
Can you choose the archetype?

Yes, character is a fresh start like making it for the first time.


Yes, monk dwarf is a must. I was a maneuver master monk before. Magical pool of time made me younger and delvl to lvl 1. Dm gave a chance to get lvls back. I rolled a 3, so am now a lvl 4 dwarf monk in lvl 7 party.

Im just trying to figure if I go MM again or change it up since I can.

Also we can get magic items, we just cant buy them, not common in the world. I had none atm.


Petty Alchemy wrote:

Does everyone I

n your party have such amazing stats, or are they the part of the magics that set you back 3 levels?

Were all around those stats, very custom campaign, lots of good and bad stuff can happen.


So I was lvl 7, magic stuff happened, now im lvl 4 in a level 7 party.

So I got character redo, sortive.

I am a dwarf monk lvl 4. Do not get any magical items.
Stats are:
Str 18
Dex 18
Con 21
Int 19
Wis 20
Cha 12

Party has a lvl 7 paladin who does decent dmg and a lvl 7 ranger archer.

How should I build my monk?


DragoDorn wrote:

Well, if magic isn't allowed I suggest you get Psionics Unleashed and make a Psychic Warrior.

The information is also available here.

As much as i would like to, were still limited to officially releases paizo books.


So sad and afraid. Dont know how I want to build monk. Scared of either not enough damage, or enough survivability.

Please do things for me
Much thanks

Paladin is tank with decent dmg, but for some reason ranged archer has only rapid shot and no many shot. So much lost potential

I wish to have it all dmg, survival, and win

Ps- paladin is only heals with LoH, or sleep
no wands or magic other then that, read previous posts for questions pls

Time sensative campaign


Okay, so I will play either a monk or ninja. Both seem fun and can fill a roll. This,is a very RP heavy campaign and ninja would help out there. But seems I could never get SA off on my rogue.

Or go monk build of some kind, which I feel will live longer.

I,will be lvl 6
Stats are pre racial or level adjusted as follows and cannot change.
Str 15
Dex 17
Con 16
Int 13
Wis 14
Cha 15

Sorry for mistypes, on my phone


Gee, a goblin paladin. sounds like a great plan.....

So anyway. Since I already stated I can only use base races that is a definite no besides the other obvious reasons.

The maneuver master monk sounds like fun, Not sure How I should build and, can you make attacks of opportunity during your own turn? To using thinks like vicious stomp with trip attacks would be nice.

Let me know some nice builds you guys can think of, any monk builds would be great. Would like to compare them.

Also remember this campaign is going to level 20 and would like to stay as monk the whole time or as any one class if do something other then monk.


The hidden priest would not be a bad idea other then it still has the issue of looking like some form of magic. I think I like idea more of not being a spell caster.

I do think the stonelord looks like alot of fun. The campaign is very RP heavy so skills do matter. I was looking at the new human monk archetype (wanderer). Trying to debate if it is decent swap outs.


thank you so far for all the post and ideas

I was a little short on details earlier.

We are level 6 party atm.
Paladin is melee and Ranger is ranged shooter.

In our world we have random special ways to absorb powers or even spells to use as supernatural abilities. This is nice, but people still know this as magic and is the main reason dont approve of it. People think the ones that have this power are evil. So atm the paladin Has the ability to have any weapon he touches to become holy.

I rolled for my current character to basically always pass fortitude saves. I have never been a huge caster player myself, so was looking into not playing a caster more then playing a caster. Monk looked like a fun option (probably would play as a human, looking at doing monk of many styles, dont know if its worth losing out on flurry).

Also DM says we can play whatever we want from any books, just limited to the base races. And recommends to play full into one class to 20. This will be a 20 lvl or higher campaign and need to be able to last at high levels and not fizzle out from multi-classing.

Im at work atm so I will post when I can, don't have access to comp while working. Thanks for anymore opinions given.


So I am in a party of 3 atm. We have one Paladin and one Ranger, I was a Rogue an died.

The Issue is in this world people are basically hung for using magic and no one approves of it, so have to very much use in secret if you have it. Also If you play a spell caster you may have all your spells as normal up to level 1 and 2 of spell levels, after this point weather you are spontanious spellcaster or not you. You must find all of your spells some how in order for you to be able to cast them, again in a world with unwanted magic, it will be hard to find.

So I am looking for a class to play that can survive and be useful without much magic or none involved. We rolled for stats and I had a pretty good reroll for this next character.

Stats are pre racial:
Str- 15
Dex- 17
Con- 16
Int- 13
Wis- 14
Cha- 15

Please let me know any builds or help you can give.

thanks in advance


coldkilla wrote:

Disclaimer: IANARL -- I am not a rules lawyer. These are mostly my opinions, based on the overall concepts and rules of Pathfinder.

Under the description of the Rage class ability, I believe it says you cannot enter rage while fatigued/exhausted. So as soon as you leave rage, you can't re-enter for 2 x (# rage rounds) unless you have some magic or ability that removes the fatigue/exhaustion entirely. I don't know about defensive stance.

On a general note, I think that the rounds of a specific debuff/condition that you bring on yourself via your own decisions and actions should be cumulative/serial and not concurrent/parallel. This is in contrast to the explicit rule about multiple instances of a single debuff/condition bestowed on another creature, which states that their durations DO overlap and expire in parallel, while the effect is applied only once (non-stacking).

I also think that debuff rounds should be delayed, not extinguished, by temporary "immunity".

So in the case you've described, the Horizon Walker would enter rage at the beginning of his turn, perform his actions, then end rage which triggers 2 rounds of fatigue. His turn in the initiative comes around again and he can't enter rage/defense again because he's fatigued.

But assuming something suppresses or delays the fatigue, he rages again, accumulating 2 rounds of what would be exhaustion, but the Horizon Walker ability converts it to fatigue, so when he leaves rage after his 2nd round, he has 4 rounds of fatigue "debt". Short of a magical ability/spell that specifically removes the fatigue/exhaustion debuff, I feel there should not be any way to exploit this as a loophole and avoid paying the debt.

I would have to say that if you have a way in witch you are immune to fatigue. Then you can go out of rage then re-rage right afterwards. But you will come out of the rage as if you were exhausted.

Because even though you are immune to fatigue you are just ignoring the effects and can still be exhausted as if you did something when you were fatigued and now you are pushed down to exhaustion for doing something that causes fatigue while you are already fatigued.