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I'm not a person familiar with magus builds. What weaknesses has your character encountered?


I'd guess Underground Chemist is the better choice.


Bob Bob Bob wrote:
Normal light functions like bright light for the purposes of vision. That's the context that information is in, that's what it applies to.

Ah I see. Thank you very much for the information.


Kobold Cleaver wrote:
Legowaffles wrote:


Obviously, these are CURSED gold coins. Careful, you'll turn into an intelligent skeleton if you possess them. And we all know what happens to undead. . .
Necrophilia?

Command Undead?


Bramblebrewer: In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light

Vision and Light: Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.

I don't get how a bramblebrewer alchemist doesn't get the benefit of fast healing if he simply is carrying a torch or sunrod if Normal Light counts as Bright Light anyway.


My favorite spirit is Waves combined with the spell Snowball, because trolling a large mob with a stagger + knock down combo makes me laugh.


Sorry if I missed the memo, but are any of the races playable for Pathfinder Society? Aside from androids of course as they are weirdly called out under Misc for additional resources.


Spirit Animal Ability: "The spirit animal appears to have a glint of intelligence in its eyes. It can listen, understand, and hold full conversations with its master. Eavesdroppers merely here a strange babble come from the spirit without magical assistance."

If the mystery is meant to be like a spirit or wandering spirit I don't see why not that cannot be done. I had a dwarf that communicated with his spirit, a bat, through Morse Code.


Change the word Revelation to Hex. You just treat the revelations in this case as possible hexes your player could learn. The juju mystery for Oracles has always appeared to me as when Paizo got their feet wet and were still testing the grounds for the Shaman class when it was still in its infancy. If that makes any sense.


Agile Maneuvers? Going off what you described. Thank you for the suggestion. I will need to adjust my attributes a bit as that feat will make the build easier to do for grapples.


Here is what I got brewed up for a level 1 Undine Monk (Tetori). I was wondering if it was possible what I could do to make it better. I based this character from the World of Darkness system for a campaign. In which the character was a Brazilian Jiu-Jitsu champ who got changed and became a mud monster who could breathe underwater. His common and very obvious tactic was to grapple opponents, if a large enough body of water was nearby he would drag them into the water to drown them. Same principle applies here. However the main problem I am aware of is Undine get a racial -2 strength penalty. Any help that comes my way is appreciated.

Level 1 N undine monk (Tetori)
Concept: The lurker beneath the water
Attributes: Str 14 (16-2), Dex 16 (14+2), Con 12, Int 10, Wis 16 (14+2), Cha 8
Favored Class Bonus: Add +1 to the monk's CMD when resisting a grapple and +1/3 to the number of stunning attacks he can attempt per day.

Skills: Acrobatics +7, Escape Artist +7, Perception +7, Swim +6
Fort +3 / Ref +5 / Will +5
AC 17 / FF 14 / Touch 16
Languages: Common, Aquan
CMB: 3 (5 to Grapple)
CMD: 17 (20 vs Grapple Attempts)
Initiative: +3

Attacks
Punch: +3, 1d6+2, x2

Traits: Adopted (by Aasimars), Enlightened Warrior, Whiteout
Feats: Improved Grapple, Snapping Turtle Style, Improved Unarmed Strike
Race Features: Amphibious, Deepsight (120 feet darkvision in underwater), Water Sense (30 feet, blindsense against creatures in contact with the same body of water), Native Outsider, 30 foot swim speed, 30 foot land speed.

Class Features: Graceful Grappler, Stunning Fist, Unarmed Strike (1d6)