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I know thats why I mentioned it, it is gestalt.
And I know its not perfect I was just bringing it up as a reference.

Having the character hunt evil casters was kind of the idea. Monk's are suppose to be mage hunters but they have very little in ways of actually doing that.

But yes a Saint on the Monk would give them serious power, but honestly how much does it increase the Monk in terms of overall tier power.

I also considered not just not getting my class levels for two levels but dropping my level by 2, so I would havea Monk 4 with the saint template applied.


wraithstrike wrote:
Harrow of Hightower wrote:
wraithstrike wrote:
Harrow of Hightower wrote:
Cap. Darling wrote:
Why is it important to get a overpowered template for flavor? Just play your character and have fun, every roleplay decision dosent need to need to extra special rules in your Favor.

Following that logic then I should have just kept my character at level 1 because everything else is overpowered and all we need is flavor.

Why does the Wizard need level 9 spells.. Just take your level 2 spells and flavor it as you being really powerful at the arcane arts.

That is not even close to the same thing. You are comparing special rules to the core rules that everyone is expected to go by.

The point was not that. His comment was that you can just reflavor it. Well you can reflavor your 6th level spells as omg powerful world altering spells it just doesn't have much impact overall.

His point was that you dont' need the special rules to do what you want to do. You can have the flavor without the special rules.

That is also why he used the phrase "extra special rules".

Leveling up is not a part of any "extra special rules".

I am sure he will correct me if I am wrong about the point he was trying to get across.

I get what he was saying and he is right if the flavor is all that matters sure say whatever you want. But as I said you can start a character with the flavor of being this "god of Gods" and it means about as much as saying your a saint. The wizard can at later levels casually screw over the multiverse should be he clever enough but giving the monk the ability to ignore 3rd level spells and to hurt bad guys better is just downright unfair.


wraithstrike wrote:
Harrow of Hightower wrote:
Cap. Darling wrote:
Why is it important to get a overpowered template for flavor? Just play your character and have fun, every roleplay decision dosent need to need to extra special rules in your Favor.

Following that logic then I should have just kept my character at level 1 because everything else is overpowered and all we need is flavor.

Why does the Wizard need level 9 spells.. Just take your level 2 spells and flavor it as you being really powerful at the arcane arts.

That is not even close to the same thing. You are comparing special rules to the core rules that everyone is expected to go by.

The point was not that. His comment was that you can just reflavor it. Well you can reflavor your 6th level spells as omg powerful world altering spells it just doesn't have much impact overall.


Yeah the re-flavor argument holds no water. Simply saying "I am a saint" means about as much as saying "I am the god of gods and they all worship me as their lord and master" at level 1.

Arguing that advancing your character in terms of strict mechanical abilities is wrong is stupid. You are aware that every time you gain a level you are advancing your character's mechanical abilities. So your argument doesn't hold much water either.

The big downside of this template is that it is strictly controlled by the DM. If he feels its too powerful he can literally say 'Well I don't feel you have been living up to the Exalted ideal and so you lose your extra powers" If the DM has a bad day or I do it could easily result in me losing two levels of a character that I cannot get back.

I could take the Ghaele Savage class in place of the Paladin and have the aura powers by level 10 which is CR 6 so balances just about when the Saint can be taken.

I am not saying it is not powerful. I am saying it fits well with my idea of the character and yeah it would boost my Monk character to a level that could do a lot better for himself, yes being hard to hit is nice.. but Monks are already hard to hit and hard to kill.. they just don't hit worth a damn.

It also forces you to play a very strict character while my party can do whatever the hell they please. Yes I gain a two level increase.. but no class levels just the abilities from the Saint. At level 6 wizards have 4th level spells so an enemy could still screw me over with a boosted 4th level spell. And the Monk is fluffed as being a mage killer.

But fine, I am just gonna drop the character and make a new one.


Cap. Darling wrote:
Why is it important to get a overpowered template for flavor? Just play your character and have fun, every roleplay decision dosent need to need to extra special rules in your Favor.

Following that logic then I should have just kept my character at level 1 because everything else is overpowered and all we need is flavor.

Why does the Wizard need level 9 spells.. Just take your level 2 spells and flavor it as you being really powerful at the arcane arts.


As for not falling, it goes to the DM to decide if your actions qualify as being good enough. Remember its not so much you don't do good its that you do not represent the best of what an Exalted would do. This means you are forced to RP a specific way, whether that was your intent or not. This means following very strict rules the GM sets forth.

For example I cannot attacking fleeing foes, regardless of their danger later on. Unless say they are fleeing with a hostage and even then I am not allowed to attack anyone but the one holding the hostage and only with non-lethal damage. Even then once I have the hostage I cannot further attack the fleeing party I can pursue but not harm. And I must voice my objection to my party doing such.

I must give a portion of my Wealth to every city we enter for a multitude of purposes not just putting up with the party but also for their social needs, and this is further compounded by beggers who need help.

Honesty I cannot tell a lie, not even to save a life, I must be honest but I can choose to refrain from answering if I can manage it, but direct questions cannot be ignored either.

I must uphold not just my honor but the honor of my party and of the towns I stay in. If something dishonorable happens it falls to me to right the wrong. For example if the party Bard sleeps with a townswomen of high standing and causes a scandal i must to my best to help solve the situation in whatever way that I can. Both for the Bards Honor and the women in questions.

Basically my DM is a Ultima fan and I must play as if I am the Avatar and uphold all of the 8 virtues.


wraithstrike wrote:
Grokk_Bloodfist wrote:
Saints don't exist as a template in Pathfinder....
More than likely his GM is running a 3.5/PF mashup or allowing 3.5 things on a case by case basis.

Yes we run 3.P since we all started in 3.5 and Love PF we run a mix and match game because it feels more at home and a lot of it is compatible.


Well why don't we break down the template and you can inform me what is so OMG powerful.

Type Change to Outsider (Aasimar are already outsider so this shouldnt be such a huge power boost)
Insight Bonus to AC equal to Wis (Ok double dipping Wis to AC is good, but I don't know if Insight goes to touch AC)
Holy Power +2 to Ability DCs (Ok so stunning fist might hit more, the stun ends at the start of your turn which means this only benefits the party.)
Holy Touch an additional damage dice (d6 or d8) depending on type of opponent fought and only if they are Evil Alignment. (Pretty good a pseudo smite, but the average damage shouldn't exceed what the power attack on a two handed weapon brings to the party)
Spell-Like Abilities (Cantrips... three Cantrips which any divine caster can do all day long as well probably a powerhouse for a 3.5 game but really in a PF one? the only one of note here is Bless the only non-cantrip)[guidance, resistance, virtue, and bless]
Damage Reduction is always cool and after 12 HD you have DR 10/Evil (Solid and powerful no doubt)
Fast Healing (Equal to half your HD rounded down) (Ok this is downright insane I will admit)
Immunities (acid, cold, electricity, and petrification attacks.) (Ok dang these are good, rendering most undead useless against this character.)
Visions (60 ft darkvision and low-light)
Protective Aura (I wont try to BS this is insanely powerful, immunity to 3rd or lower spells and protection from evil is way powerful but really at later levels its not the 3rd level or lower spells you should be worrying about.)
Resistance to Fire 10 (On top of the immunities this is a little much meaning the saint is only vulnerable to sonic as a normal damage type)
Tongues, a monk gets this at level 19.. saints get it at level 6 and its still just lets you talk to people.
Ability score bonuses (+2 Con, +2 Wis, +4 Cha) These are really nice but we have seen templates add a heck of a lot more.

And the downside, if you slip even once in being a total paragon of good, you lose all of these and still retain the 2 level CR increase.


Ok so I want to play a Monk character, not a Sacred Fist, not an Unarmed Fighter a straight Monk at least on one side.
But given the way I have been making this character act and perform he is a very Lawful Good character. But more Good then Lawful, he abides the law but his worry is first and foremost doing good.

So I wanted to gain the Saint Template on the character and I need arguments why this could be a good idea for a character to have. We just hit 6th level. I do have 3 exalted feats as I just liked them and they worked well for my character idea of being this calm and collected paragon of good.

The character is actually a gestalt of Monk//Enlightened Paladin (Unarmed Variant).
My Exalted feats are Touch of Golden Ice, Exalted Smite, and Sanctified Martial Strike. I got two via Flaws so I picked up Weapon Focus for Unarmed Strikes as well.

So is there any good argument for the Saint template?
And Yes I do want the mechanical advantages of the template, but also the fluff and flavor of it.


True but Agile is an option and Dex and Wis +Con is a lot easier to do then Str, Dex, Wis, +Con is harder


Yes Guided is 3.5 but Pathfinder is noted for backward compatibility so moving a enhancement bonus forward is easy to do.


kestral287 wrote:
Harrow of Hightower wrote:
True people see Doubling of anything and freak out. But if the Wizard summons a Solar and then retreats to their own personal demiplane that is perfectly legit...

To be fair, you're doubling Wis-to-AC at level what, 2 or 3, while the Wizard isn't doing that for another dozen or so levels. People tend to be more forgiving of end-game shenanigans than early game stuff, something not really helped by the fact that PFS ends at 12 before the Wizard learns to control dimensions.

Currently trying to make a TWF build work without dipping Swash/Cavalier. This may or may not be plausible.

Ok agreed but still Monk and Unarmored characters suffer insanely. Doubling their AC bonus is fine because at high levels most armored characters have the ability to add +5 to any armor and almost a half dozen enhancements to it.

I did some math and a person who doubles Wis to AC and buys most of the items to enhance AC and its 62 or 64 if you are a Kasatha (Because 2 point dodge bonus)

Bracers of Armor +8
Ring of Protection +5
+4 Mage Armor
for just 186,000 GP plus the 25 GP for the Mage Armor Scroll
Of course this is assuming 18 ability scores (18 after race or without race)


True people see Doubling of anything and freak out. But if the Wizard summons a Solar and then retreats to their own personal demiplane that is perfectly legit...


Does this make a Investigator//Slayer Prof. James Moriarty?


Did we ever get an FAQ on whether Monk and Sacred Fist AC stack? I say they do because other then the Wis to AC they give Dodge or Deflection bonuses which makes them separate abilities and those stack.


Lanitril wrote:
Harrow of Hightower wrote:
christos gurd wrote:
Oh god i was going over a gestalt slayer/investigator and i realized how much that can wreck by 4th level.

Is it the +3 to Hit +3 to damage bonus and 2d6 Studied Sneak Attack?

I know they synch well and can be very useful but I dont know why this is insanely good over just really good

I had honestly been thinking that myself. I mean it's obviously alpha rogue, but I can't imagine why 5 isn't the level mentioned, even if we're looking from a Skill Monkey point of view, rather than combat.

Also, btw, I should theoretically make a decent post of combos on here later tonight.

Now I agree having a Sneak Attack damage progression that does not require sneak attack prereqs is nice, and that it stacks is even better. Meaning at level 20 you are rolling 15d6 in Studied Sneak Attack damage. Adding a 1d6 roll onto attack rolls is nice, but hardly sweet as it originally costs 2 IP to use and costs a investigator talent to reduce.

Not to mention both studied combat and studied target are move actions, one of which you can drop to a swift action at level 3, but that wastes a resource just to get to manageable stacking, unless wanna wait till level 7 when it happens automatically on the studied target side.


AndIMustMask wrote:
Nocte ex Mortis wrote:
Insain Dragoon wrote:

Now now, monks can spend a Ki point and jump real high. I don't know exactly how high, but you definitely want to be about 5 ft higher than that.

Unless you want to get grappled in mid air.

At 9th level, they can easily reach 14-15 feet, and grapple you. At 20th, they can reach upwards of 30 feet, and grapple you.

Edit: That's '14-15 feet from the bottom of their soles to the ground,' so they could still hit you 20 feet in the air.

oh, how cute! a wizard can be hovering at around 760 feet in the air with a dimension door, or anywhere within 100 miles with teleport (both by level nine, conveniently), as a standard action.

at 20th: 1200 feet with DD, (still within 100 miles with TP), anywhere in the world with greater teleport, on another planet entirely with interplanetary teleport, and any other plane of existence with plane shift. likewise all with standard actions.

this is with no investment in conjuration spells (otherwise DD bumps up by another 40ft each CL), and hardly shrodinger's wizard territory, as what wizard doesn't pick up at LEAST DD.

there's a reason scry-and-fry tactics are a thing.

Yes we know Wizards are OP and utterly broken along with any 9th level spell user. This is why I always argue you would never actually see a Wizard or Sorcerer of high level. The gods just would not allow them to survive that long.


Oh when did they come out to say that?


christos gurd wrote:
Oh god i was going over a gestalt slayer/investigator and i realized how much that can wreck by 4th level.

Is it the +3 to Hit +3 to damage bonus and 2d6 Studied Sneak Attack?

I know they synch well and can be very useful but I dont know why this is insanely good over just really good


But the Bard Buccaneer is all about non-lethal damage.

I suppose I should name a type of character. Buccaneer Gunslinger is basically Captain Jack Sparrow, what Bard works well with that?


Ok so on Monday and probably Tuesday me and my group are gonna game a little. We are using Gestalt because it will be only 3 characters and we tend to do loads of baddie verses the three of us (Anime fans love the army vs the small group)

But my character is gonna be a Bard//Gunslinger

Now I want to know what Bard Archetype goes well with Buccaneer (The Gunslinger Archetype).


I know the monk can be very good, but yeah you need to have a good system mastery to make good use of it. I wish I knew some good build rules for the Monk. I tend to play Bards over monks.


3 people marked this as FAQ candidate.

Mysterious Avenger

Avenger Finesse wrote:

Avenger Finesse (Ex)

At 2nd level, a mysterious avenger gains all of the benefits of the swashbuckler's finesse class feature, and gains the ability to use a whip in place of a light or one-handed piercing melee weapon for all swashbuckler class features and deeds.

This ability alters swashbuckler finesse.

Now it says at 2nd level, but it says it alters Swashbuckler Finesse which is a 1st level ability.

So.. is this a mistake? Or do you have normal Swashbuckler Finesse for level 1 and then it changes in second level? I have never heard of a class feature being altered or changed or whatever after the feature is in effect.


Sure it can have both. Never heard of "Ice so cold it burns"


So me and my group have decided we want to play a little more powerful then the standard without going straight up Gestalt or adding CR increasing templates to add power to the classes.

For example we do use Third Party Archetypes now and then (One of which I believe is a forum members archetype
Kyuubi Visonary with the War Scholar tagged onto Qinggong Monk for any other abilities I may need to replace out such as Slow Fall and so forth.

But rather then replacing features and restricting one another. We are gonna stack them and allow them to add both new sets of features. So the bonus feats are changed to Magical Tails, but also the monk gains Teamwork Feats basically doubling the bonus feats (Both are restrictive lists.) But also this combo would gain the Monster Lore and Evoke Ki abilities. The class also gains Abundant Step at 7th level as well as Mystic Recall.

Think this will give us what we want?


War Scholar
This is another straight buff Third Party. It stacks with a few I am sure, and Abundant Step at lvl 7 is very powerful


https://sites.google.com/site/pathfinderogc/classes/core-classes/monk/arche types/everyman-gaming-llc-1/kyuubi-visionary I know its third Party, but since this is the activate Monk thread I wanted to ask if this is any good? Especially with Qinggong. I know the Cha- Save thing is a little stiff though


Hmm I see. Yes Qinggong Monk is a good archetype. I like the Monk of Four Winds if you are going to level 12, but otherwise its useless.


Wraithstrike I see this comment a lot, can you please explain to me which splat books people keep mentioning.


I see the monk/Sacred Fist as a Magus and Gunslinger killer, touch AC that high basically screws Touch Attack Spells and Guns that hit touch AC have to hit an insanely high AC even close range, where they could provoke AoO or get 5-foot stepped to death.

Monk 1/Sacred Fist 1 with a 18 in both Dex and Wis has a touch AC of 22 which is very good for a level 2 character. By 4th they add a +2 total bonus 1 from deflection and 1 from dodge. If they invest Headband and Belt into just Dex and Wis they could make their AC grow very high very quickly.


Interesting ideas for sure.

Then it would be a good idea for me to play something like a Sorcerer or Oracle that doesnt need to carry a lot of gear, at least not expensive ones.


Ok so here is the ability in question

Ghorus Seed wrote:
Ghorus Seed:As a full-round action, a ghoran can expel its ghorus seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate may reallocate all of its skill ranks upon sprouting. Once a ghoran expels its seed, it gains 1 negative level, and it dies as soon as its duplicate sprouts. This duplicate replaces the previous ghoran character (6 RP)

Now here is Runeforged (Jealous)

Jealous (Runeforged) wrote:
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.

Now if a Ghoran had a Jealous weapon and then used their Ghorus Seed ability would they not take that negative level?

EDIT: Also is there any way if a person dies, their gear teleports away from their corpse?


Alright so one of my party mates wants to play a Psion gestalt with the new Slayer class.

This grants Full BAB, all good saves, a boat load of saves and 6+Int on skill points as well as a d10 hit dice 9th level spells and sneak attack dice along with handy slayer talents.

What race is the best choice for race, feats, ect.

I was thinking of using the Changeling from Ebberon and just giving them a +2 floating ability bonus. Would make a sweet assassin character.

Ebberon Changeling PF ARG
Humanoid (Shapechanger) [0]
Medium Size [0]
Normal Speed [0]
Human Heritage Ability Score [0]
Standard Language [0]
[Auran, Dwarven, Elven, Giant, Gnome,
Halfling, and Terran.]
Skill Training (Diguise and Linguistics)[1]
Skill Bonus: Bluff [2]
Skill Bonus: Intimidate [2]
Skill Bonus: Sense Motive [2]
Change Shape, Greater [6]
Spell-Like Ability, (Lesser) (2) [Detect Thoughts 1/day]
Total: (15)

Debating on if Detect thoughts as a once a day is worthwhile
I know the Lashunta race has it.. but their point system is way off what it should be (their magics is off by at least 1 point) Two At wills (Minimum of 2 points each, plus a level 2 spell once per day is still 2)


Ok so I really enjoyed Paladins of Freedom from back in 3.5. At least I always found that Chaotic Good seemed to be where my party always ended up being. We hardly ever listened to the laws of the land, and we toppled a few church schemes as well were I felt a regular pally might be hindered or have to fall.

So I was thinking of converting that to PF, maybe as a psuedo template to just change out the wording and alignment system. Is this an ok idea?

Also for the gestalt idea, it was Swashbuckler//Paladin of Freedom.
Gives all good saves, plus Cha to saves without blessing or domain feats, later levels grant limited spell casting, self-heals that fit the theme of limited Swift action control (So no going insane) but also a good feel as Cayden Caylen is one of my favorite gods and a Paladin of Freedom//Swashbuckler seems like a Paladin of Cayden (Rapier included and all that)

But is this generally a good idea?


Shaun wrote:
Since you'll apparently always have two players, why not just create 4 PCs collectively and let each of the players run two of them? I've never understood why people seem to consider DMPCs, NPC helpers, mythic tiers, massive point buys, gestalt frankencheese and optimizer's sleep away camp before anyone will ever consider letting a player run two characters.

While one of the players would be fine running two characters the other player does not want to play two characters at once. He feels it takes away from the individual character. I asked them this before.

Also I was considering something. What if I allowed races with a little more power then normal? For example races such as Goliath from 3.5 or just races that might otherwise have a traditional level adjust. And then run the NPCs as backup support for these two main liners? Would the +1 CR adjust help?

Because I know one has shown interest in Drow Noble before (Not too bad if you don't actively try to abuse its darkness powers... or that fighter archetype of theirs) and Goliath was a personal fave of both mine and his during our 3.5 days.

Or if they want to stay human, maybe a template to increase their CR to level?


Kasatha
Has Four Arms but the stat increases dont help much.


I don't know what they are. But that is still 16th level or higher is a big BBEG.

So unless the party was higher level then I wouldn't recommend an item of Pied Piper but if they are, that works even better then Charmed so for it.


That is a 6th level Bard spell that is a seriously late game item unless you give it insanely early


It doesn't say it replaces it with a Crossbow and true I missed that part.


Alright so Drow Noble character.

Cavern Sniper (Fighter) 1/Bolt Ace (Gunslinger) 5/Inspired Blade(Swashbuckler) 11/Duelist 3

Of course Gunslinger gives them 1 gun which they can't use so thats a nice chunk of change from selling the Gun (Blunderbuss for 1000 GP or half its selling price)

120 ft Touch AC is nice at the cost of a Grit/panache point.

Swashbuckler allows the Rapier to deal a ton of damage via the rapier.

Does this look like a solid build?


Yes both of them stack. The racial one is for you behaving like a human being in general.

Realistic Likeness feat allows you to shapeshift into other people other then the individual form you choose at character creation. So if you are shapeshifted into a human you get a +10 from racial and +10 from the feat. But if you choose another race, you just get the +10 from the feat.


Indeed Drogos I believe that was her intent (She is at work so I can't ask) But Slayer has the Assasinate talent that focuses on Int. And while the Bonuses and Penalties hurt a little they can be offset for a flavorful character. Deadly Agility from PoW allows you to add Dex to Damage for any weapon capable of being Weapon Finesses (Which is also a prereq) So a rapier, Dagger, ext deal Dex damage. Which Kitsune get a bonus too. The Cha boost helps by letting you dump Cha a little more in favor of Int.

Slumber is a key hex but not completely the focus of the build.


Actually Shroudb it does not have the EXACT SAME WORDING so you by default are a liar so maybe be careful with the wording you choose.

The key difference there is normally and usually mean mostly the same thing, but are in fact different words. Try again next time.

Now I understand where you are coming from. My point is that you are using another feat that has no connection to this feat to try and prove this feat does what that feat does, but it doesn't but it does. You can more easily explain this without sounding like you are shouting at someone.

You are saying that all other feats that add 1.5 Str replace, so by default this one must also default to this set up. And you may very well be right. But the wording does not show this, and if you must search through other feats to figure out how this feat works, then the default is not established and really it should have not been written in this way.

But because it says words like Add rather then replace one can validly argue this side of the debate.

Now Add is short for Addition, or Addition to. So the feat states it you in addition to your Str add 1 1/2 str to the first blow. Now 1+1 1/2 is 2 1/2. This is simply how numbers work.

Now Double slice is funny in that the wording it more clear. It says you add your strength which is just showing what your new normal is with your off hand. But Dragon Style says Further, you can add. Meaning you Add in addition too. Further is a tricky word as it means "in addition; moreover"

In addition, you add implies adding the 1 1/2 Str in addition to the normal Str bonus. Do you see why we can see this meaning this and not just the default?


Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.

Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.

Now maybe I am blind but I dont see this saying it replaces. It does not call out a specific replacing mechanic. It said you can ADD and that usually you just add your Str. Nothing in this wording IMPLIES or STATES that you use the 1.5 instead of.

Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.
That shows that the NORMAL of using Two Handed is using 1.5 str. Not the same thing


Fox Shape
Tiny grants a good bonus to Stealth as well.

I was figuring using the Slayer Talents to help offset.

She was considering using Magicial Tail as well because as she sees it, her spell casting will help her offset anything she might get via feats as well as the Slayer talents allowing her to gain access to weapon feats she may need. Ranger Combat style helps but Combat Track talent lets her pick up Combat Feats when needed too.

Also Realistic Likeness lets you shapeshift into anyone you may have already met, and with hexes like Scar you can use that to hex people looking like their spouse, best friend, etc.


Just Combo Dragon Style and Ferocity with Pummeling Style and Later Pummeling Charge and watch the baddies explode on impact.


So do you not use your Str with your primary hand?
Because I thought it was 1d6+Str for Damage on an unarmed strike, for example the monk moves more then 5 ft and has to punch a dude in the throat. Dragon Style ADDS 1.5. Str so Str +1.5 would be 2.5 normal Strngth 1.0 is base strength. Then add a .5 onto that and it goes from 2.5 to 3.0

Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Now if it said you replace it with 1.5 you would be correct, but it ADDs onto the normal Str to damage.


Oh I see, Nope your right it would be Strx3 As you have full strength, then you add 1.5 str then with the second feat add another .5 to it. So it would be Str 1.0+Str 1.5+Str 0.5=str3.0


I was thinking of telling her to get the Fox Shape feat and then sneak around Slumber Hexing people as a tiny fox creature, using her Fox familiar as a decoy/distraction and once the enemy group is slumbered kill them all off.

Any advice that would make her more then Adequate?


Ok so my fiance wants to play a Slayer Witch Gestalt character.
Probably a Kitsune because of the shapeshifting abilities and so forth.

This combo grants Full BAB, All Good Saves, D10 Hit Dice, Int+6 for skills. All but 11 skills as class skills, Fly skill and Diguise as class skills (The two that you cannot get from traits). 9th level Witch casting, Sneak Attack, Slayer Talents, and Hexes.

This sound like a good combo? Will she be suffering from bad action economy and so forth?

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