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Hopefully someone can answer those questions, also what does anyone think about doing the Kensai archetype for my magus levels. It drops the armor proficiencies that I would get but couldn't use and I get some pretty good feats in weapon focus, which I can use on unarmed, and canny defense. I do lose spell recall for perfect strike, an alright trade I guess. I also lose one spell a level, still not terrible. laijutsu lets be add both my int and dex modifer to initiative, sounds awesome. The real draw back I can see is getting fighter training instead of knowledge pool as any feats I will be getting will probably be style feats so this is essentially a straight up loss. All together it seems better though.


Also, dragon style. It says I can add 1.5 times my str modifier to my damage... does that mean with 18 strength I would do an addition 6 damage? or am I reading that wrong. Then dragon ferocity, says you add half your strength bonus. Do those stack? 8 addition damage?


So I have decided to go MoMS, hopefully someone can tell me something. If I took say panther style and I provoke an attack of opportunity, as a swift action I can attack. Does this mean if I haven't attacked with a standard action yet I could attack again? ALSO, if I was snake style and panther style, if I provoked the AoO and he missed do I attack twice back and still have a standard action for an attack?


arg I am having such a hard time with this lol, MoMS looks so tempting, I mean the whole reason I wanted monk of the 4 winds was for elemental fist which you can learn anyways, slow time looked good to but if I am mulitclassing magus I can't even cast spells so maybe its worthless and aspect master seems neat but not actually that great... I might have to switch to MoMS. I really thought combining chill touch and flurry of blows was neat but late game its not gonna be that great, like I said earlier I really wish there was more touch spells that gain multiple casts per level.


Wow thanks that gives me a lot to consider and gives me some more options, though I would really like to be unarmed, as weak as that probably makes me. Do you think I am putting too much str? i could drop it and do something like
17
16
12
14
14
7


level 1, 20 points, two traits, no preference, assimar I doubt would be allowed, dwarves are okay, tiefling im not sure about, he did list of a bunch of races and i remember hearing tengu, if tengu is allowed I would think tiefling would be but im not sure


Sure I wouldn't mind taking a look at what you can come up with, I did look into the MoMS.


Thank you LoneKnave, finally someone says something. Suli is something I have seen before but a lot of DMs don't allow that race, or at more importantly mine doesn't. I will look into those archetypes you've suggested. As for flurry and spell combat I know they don't really work together but there are still things I can do like I was saying earlier with Chill Touch if I am level 4 I can spell combat chill touch and next turn to a full flurry with each attack doing a Chill Touch damage, I just really wish there was more touch spells like chill touch that had multiple casts per level. There are a few ranged touch spells that do that, which I can combine with close range but they are higher levels spells. Basically what I want from my monk isn't min/maxing I just want a cool elemental martial class.

I am wondering if I shouldn't put my +2s in strength and dex, because eventually I will want to raise my int and wis with items and both are headband slots, maybe it makes more sense to do int.


You know, for the advice section I sure am not getting much advice. Come on people! Help me out here lol.


One bad thing about this multiclass build is the low BAB, level 2 you are still at zero.


Yea Natural Spell Combat is what it is called but it doesn't really affect the monk, natural attacks aren't the same as unarmed attacks. I was really hoping for more feedback, especially on the attributes but I will just wing it I guess here is what I will do I think.
stg 16 (+2 for human) so 18
dex 14 (+2 for dual talent) so 16
con 12
int 14
wis 12
cha 7

Traits:
Reactionary
Magical Knack (Magus)
Feats:
Toughness
and then level progression something like this:
1 - Monk of the four winds, for my level one bonus monk feat I think I will take deflect arrows, I am not big on doing combat maneuvers, but if you were improved grapple is good too
2- Spire Defender Magus, this I think goes well with the monk because instead of light armor proficiencies, which you can't use as a monk anyways, you get both the dodge and combat expertise feats for free, at level 4 you do have to give up spell recall for Arcane Augmentation, which I have posted earlier, but I think it is worth it
3- Magus again
after 3 I havent thought much about it, though I think I would go for lvl 3 & 4 magus levels, get more spells and a magus arcana, also as a monk of the four winds you get elemental fist instead of stunning fist and it says this " A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk." so having 4 levels of magus would be me an addition use. I think at that monk I would grab at least a level or two of monk. so like this:
4- Magus
5- Magus
6- Monk
7- Monk
now you have evasion, a +1/+1 on flurry of blows and +10 ft of movement, manuever training and still mind. At this point I really dont know. the next two levels of magus get you a bonus feat and another arcana, while monk youll get a ki pool, more unarmed damage, +1 AC, slow fall, high jump and purity of body.
Here are some Magus Arcanas I think would go well with this build:
- Arcane Accuracy
- Close Range
- Hasted Assault
- Maneuver Mastery, if you like that sort of thing
- Pool Strike into Pool Strike Arcing
- Reflection
- Spell Shield


Yea I know i wouldn't be able to do a flurry of blows + spell strike, but I could do something like grab chill touch which has multiple uses and then I believe that interacts. So if I was level 3 I could spell combat chill touch and then next turn do a flurry of blows with two of the attacks doing the spell, I believe.


*bump*


Also I was looking into Archetypes for Magi to see if there is anything that could fit this theme, I did come across the Spire Defender which at first level gains Combat Expertise and Dodge as bonus feats in place of normal armor proficiencies which sounds like a win if I am going monk anyways also it leaves me to take something other than dodge as my monk bonus feat. The only drawback to this archetype is instead of spell recall i get:
Arcane Augmentation (Su)

At 4th level, a magus can expend 1 point from his arcane pool as a swift action to grant himself a +5 competence bonus for 1 minute to one of the following skills: Acrobatics, Climb, Escape Artist, Perception, Stealth, and Swim. For every three levels beyond 4th, the magus gains another +1 enhancement bonus, to a maximum of +10 at 19th level.

Which really doesn't seem so bad, so what I can't cast the same spell more than once.


So I wanted to create a character that was multiclassed in monk and magus, the basic concept was that I wanted an unarmed elemental class, admittedly I have been watching Legend of Korra and I wanted to create something like that if anyone knows of that show. I am starting at level 1 which I will start out with Monk of the four winds, then lvls 2 and 3 I would take Magus levels. I realize this is probably not a great multiclass but its something I wanted to try, here are my starting stats
Str - 16
Dex - 14
Con - 12
Int - 14
Wis - 12
Cha - 7
It was a 20 point buy and this isnt including my +2 for being human, also I figure I would take Dual talent to give me an addition +2, I would obviously put one onto strength and the other I wasn't so sure of, I think in the end I will take more levels of magus than monk so I don't know if wisdom is the best choice, I was thinking dex. I chose the following traits:
reactionary
magical knack, I thought this would be good for multiclassing
as for feats I took Dodge as the monk lvl 1 bonus and then Toughness mainly because I wasn't sure what else would really be that helpful at lvl 1. Let me hear some thoughts about my stats, traits and feats, I am open to hearing other ideas


No, lol. This looks terrible honestly, no offence. Monk of the Four Winds is better than this, Elemental Fist and multiclassing with magus I get Elemental Touch as a level two spell. Also with spell strike can you cast a spell, attack unarmed, cast spell after hit, and then attack off hand unarmed with Elemental Fist.


Admittedly I have been watching Avatar and I really wanted to created a character with some sort of elemental flare, so I thought of Monk of the Four Winds. So this is an okay start but then I thought what if I multiclassed as a magus, grab two levels so I can get spellstrike. So really I am just wondering if this is a good idea at all, how things like spell combat work with unarmed fighting and how spellstrike and elemental first work with flurry of blows. Also if you have a good idea for a good elemental style character let me know.


Admittedly I have been watching Avatar and I really wanted to created a character with some sort of elemental flare, so I thought of Monk of the Four Winds. So this is an okay start but then I thought what if I multiclassed as a magus, grab two levels so I can get spellstrike. So really I am just wondering if this is a good idea at all, how things like spell combat work with unarmed fighting and how spellstrike and elemental first work with flurry of blows. Also if you have a good idea for a good elemental style character let me know.


Admittedly I have been watching Avatar and I really wanted to created a character with some sort of elemental flare, so I thought of Monk of the Four Winds. So this is an okay start but then I thought what if I multiclassed as a magus, grab two levels so I can get spellstrike. So really I am just wondering if this is a good idea at all, how things like spell combat work with unarmed fighting and how spellstrike and elemental first work with flurry of blows. Also if you have a good idea for a good elemental style character let me know.


Oh I think I understand, so really what you are saying is by creating a Suli character that isn't a monster I don't get any of the Outsider features such as:
- d10 Hit Dice.
- Base attack bonus equal to total Hit Dice (fast progression).
- Two good saving throws, usually Reflex and Will.
- Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.
Which is very confusing, why even give the race that type if it doesn't get the actual features for being that type! But thank you.


So I was creating a character that was of the Suli race, which has the Outsider type so I just had a few questions about some things that confused me.
1) "Skill points equal to 6 + Int modifier (minimum 1) per Hit Die." So to me this means that at level 2 I would get 12 + 2xint mod, which seems just silly, hopefully someone can explain this better than it is worded, unless that is actually what it means.
2) "Two good saving throws, usually Reflex and Will." This confuses me, does it get a bonus to saving throws? I just don't understand why this is a feature of the type when it really just seems like a suggestion?

I think that is all I have for now, I will repost any further questions here, thanks for any help.


Thanks! Though sorry, what was the verdict on cleaving and then secondary attack? Like if I don't move, use a weapon to cleave, am I still am to use the gore attack? Sorry if you answered and I just don't understand lol.


Also while I am at it, I am a little unclear on what sort of action a secondary attack actually takes. I mean I get that I can attack and secondary attack, but what about charge, attack and seconary attack, or cleave and secondary attack?


"While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it is a secondary attack)."
So two questions really, 1) does that gore attack do 1d10 damage if I am large, say if I had enlarged person on me? and 2) Besides the 1d8 does this gore attack have any other special properties, specifically during a charge? You would think a pair of large horns would do damage during a charge. Thanks for any help!


Great! Thanks for the help!


I tried to find a better explanation of this magical weapon special ability, but I thought i would just ask if I understand it correctly. So as a shift action I channel energy, it is my choice whether I want to do negative or positive, at which point I get addition +1 to hit and dmg rolls. Then it says "This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides" I dont really understand what that means, hopefully someone can explain that. I also really don't understand the next part either "When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon's extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon's extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction." but I would assume it is something like, depending on what I am fighting I should change it with energy that opposes it, but don't good/silver/evil/cold iron weapons do extra damage to certain creatures? Hopefully someone can sort this out for me lol.


Thanks! I can imagine, I have a hard enough time getting to level 10 in campaigns, but that is more to do with playing with people online and the flakiness of people when do these sorts of things online. I have had both players and DMs just disappear which can be super frustrating once I start getting into a character.


I have just started a campaign with a character that is a ninja but I had a couple of questions.
1) When I reach level 10 I am able to learn master tricks, so i was wondering if I could retrain my ninja to unlearn my old ninja tricks and replace them with master tricks.
2) Am I reading it wrong or is the master trick "Invisible Blade" almost exactly like the level 20 "Hidden Master" except it costs less ki but allows you to do less damage tolower attributes?
I believe that is all the questions I have for now, thanks for any help.