It's not exactly pertinent perhaps, but this thread is reminding me of an encounter from my last campaign. We were on a ship and were being attacked by a megalodon type of creature. We were only level 7, I think, and the only caster at the time (me, a Hunter) didn't have large damage dealing spells. Mostly utility spells and some buffs. The ship did have cannons, but the meg was too close to the ship to aim them at it. So our fighter picks one up and fires it. Does a big chunk of damage, but the GM makes him do a Reflex save against recoil. He fails and both he and the cannon fall into the water and get swallowed on the meg's turn. Luckily for him, his con save was high enough that he could hold his breath long enough for us to finish killing the meg and pull him out.
Like the title says, does anyone have any odd quirks when it comes to gaming? Just something you always do or something that annoys you that others don't.
For me, it's my characters all having the same weapons. I have 2 characters that have a level in Inspired Blade Swashbuckler, so they have to have rapiers. When I made my twin thieves, one Swashbuckler and one Rogue, I wanted to give them different weapons that weren't rapiers. I just hated the idea that 4 characters would have the exact same weapon.
In the end, due to lack of proficiency or free feats, I ended up giving the rogue a rapier and the swashbuckler a cutlass. Even though they have the EXACT same stats. It just felt better to me.
So, does anyone else have anything like that?
Someone suggested using Magus with the Bladed Dash spell. Greater Bladed Dash takes 13 levels, but the base one only takes 4 levels. It looks pretty decent, and I think I can still use spellstrike and spell combat with an unarmed strike.
If I go with Eldritch Scion, I can still reduce MAD with Scaled Fist Monk putting the class features on CHA. Only thing is that I wouldn't be able to use Stormborn if I do add some Sorcerer levels as the Eldritch Scion doesn't have that bloodline available. The only one on both lists that still matches the theme is elemental.
I think I could make it work without using a tristalt, but I still think a gestalt would be best.
Pummeling Style seems pretty useful for when I don't need to move to attack.
If I do go with a tristalt, I should have enough bonus feats that I won't really need a bonus feat from being human. I can go with Slyph as the race, using the Stormsoul subrace and the Like The Wind alternate racial trait. That'll give me +5 base speed, +2 Cha, and Shocking Grasp as a SLA.
I think you mean the Tusk Blades, Scott. They can be enhanced like a melee weapon to affect Gore attacks. But it's animal gear and I doubt a GM would allow one to be attached to the Helm of the Mammoth Lord. Though if the PC had a Gore attack through race or a class feature instead of an item, the GM might allow it to be used.
I had to homebrew the race, but I have a character named Alester. He's IB Swashbuckler 1 / Oath of the People's Council Paladin 2 / ES Magus X. The best thing is that at character level 4 (AKA Magus level 3), he gets a familiar that thinks it's a dragon even though it isn't. He can't be convinced otherwise.
His race is basically the dragonkin but with workable wings and a few alternate racial traits.
I've got a pair of fraternal twins that are meant to be played together. The brother is a Dashing Thief Swashbuckler and the sister is a Phantom Thief Unchained Rogue. They're backstory is that they were born into a noble house but had their family's lands and fortune stolen as children. Now they work to regain what they lost and get revenge, Robin Hood style.
They have several teamwork feats as well as both taking Improved Steal and Improved Disarm, though at different levels. If I can ever play them, I plan to eventually buy 2 Rings of Tactical Precision so they can each share a teamwork feat without needing the other to take it.
There's another bard archetype called Archaeologist. It gets some rogue features, but the flavor is on point. Instead of studying in a room, you go out into the world to learn. Think of the Librarian movies and TV show. Or Indiana Jones.
And of course, there's also the good old wizard. Int based full caster that learns magic through constant study.
Ok, since I'm thinking of using at least a few levels of Stormborn Sorcerer, that the Scaled Fist Monk would be better to use than vanilla Monk. Since that way I wouldn't have to worry about both Wis and Cha and the third level ability lets you do a little electricity damage, which is pretty on theme.
Name Violation wrote:
House rule for the group. Like I said, it was the only way those two could possibly fail a Stealth check at all. Of course, even then it became mute once the one that was a Rogue took a talent that let him Take Ten on Stealth at any time. Or was it a feat? Either way, he just took ten and no one could ever find him.
Charging Stag Style looks pretty helpful. I think I want to at least start with a level of Monk, since Flash never uses a weapon so the Improved Unarmed Strike would be a lot more helpful sooner.
And yeah, I gave up on just straight speed. Even using a Quickling as the race, speed doesn't really matter that much once you're actually fighting.
My original idea was using a gestalt of Monk and Stormborn Sorcerer. The bloodline powers are pretty on theme and there are some spells that can mimic Flash abilities like Phase Door.
Ok, a while back when I was looking through the feats for Hulk, I made a note of a couple that looked useful for a speedster character: the Spring-Heeled line. It allows a character to attack while moving as well as doubling your speed. The final feat in the line allows you to attack two opponents similar to Improved Spring Attack but without the -5 BAB. There's also a feat called Circling Mongoose which is only useful when full attacking, but allows you to move in 5 foot steps around the opponent between attacks and basically flank with yourself.
Circling Mongoose has the same pre-reqs are the Spring-Heeled line, so the only problem is the total number of feats needed (7) and that the final feat requires BAB 11. Which is the feat that allows two attacks. Even if I ignore Circling Mongoose and stop at the feat that doubles the speed, it's still 5 feats. Improved Spring Attack only needs BAB 9, but it still adds 2 feats back to the total needed. So I won't be able to get this online before level 11 at the earliest even using a monk's bonus feats since they take them from a list. And Spring Attack isn't on the list until level 10.
So is this a feasible way of making the Flash, not so much replicating the sheer speed, but the ability to move while attacking multiple opponents?
There are several races that have a natural attack. There are several feats that can give natural attacks to specific races. There are classes and magic items that can give natural attacks. It all depends on what theme you're going for.
For example, I made a kitsune that's a Feral Champion Warpriest with a level of Adaptive Shifter. That gave him Bite, Claws, and Tail Slap. An Animal Totem Tattoo gave him Talons. All of those are things a fox can do, Talons just being Claws on the feet. I could have dipped other classes or used items to give him hair or wing attacks, but that broke the theme for me.
Could have been worse. One time, my party got caught in a teleportation spell trap that split us up. Two of our members got sent into a locked room that had a puzzle for a lock. One of those tetris type puzzles. They spent an hour real time trying to figure it out. The GM put one of the pieces into place himself after the first 30 minutes. Then the session ended for the day. They had to go back in the middle of the week to keep working at it. Neither of them had any way to get around the puzzle due to their classes.
Ok, here are the starting items for my alchemist.
Alchemist's Kit: Includes alchemy crafting kit, backpack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5 days), and waterskin.
Cold Iron Kunai, Leather Armor, Rope.
Using max starting gold, I have 125 left. Even if the GM makes me take average when I do play him, that's still 50 left. I don't think I need any more regular equipment that all characters would likely need. Should I just save the gold for crafting extracts, bombs, and mutagens?
On that note, do bombs, extracts, and mutagens even have a crafting cost? I know potions do.
Scott Wilhelm wrote:
I have a kitsune with a similar Natural Attack theme. I made two builds in case the GM said no to multiple natural weapons as a sacred weapons. Though honestly, the only difference was changing out Weapon Focus for Improved Natural Attack.
Feats: 1: Fox Shape (Racial bonus)
I made a leveled version as a backup for a campaign, adding in Gore using Helm of the Mammoth Lord, and Talons using an Animal Totem Tattoo Eagle version. I get the Tail Slap from a dip in Adaptive Shifter at level 2.
Wow, I haven't posted here in 3 months. Well, I think I've finally gotten the Hulk figured out. I decided to do the build all the way to level 20, but I still don't know what the last 2 feats should be. Here's the build:
Stats: 16 Str, 12 Dex, 16 Con, 14 Int, 12 Wis, 7 Cha
Feats and Discoveries/Powers:
1: Human Bonus Feat - Skill Focus: +3 to single skill. +6 at 10 ranks. Skill chosen: Craft alchemy.
1: Throw Anything
1: Brew Potion
2: Alchemist: Discovery – Feral Mutagen: After drinking a mutagen, gain Claws 1d6 and Bite 1d8 for long as it’s in effect. +2 competence to Intimidate.
3: Barbarian: Feat - Extra Rage: +6 rounds of rage a day.
4: Barbarian: Rage Power – Lesser Beast Totem: Gain 2 claw attacks while raging. (So I don't run out of claw attacks.)
5: Alchemist: Feat - Master Alchemist: +2 to Craft Alchemy and when making alchemical items, treat price as if SP to determine speed. Needs 5 ranks in Craft.
6: Alchemist: Discovery - Spontaneous Healing: Once a round, free action, can heal 5 HP. Can use once per 2 alchemist levels a day. Auto-activates if knocked unconscious from HP damage until conscious or used up.
7: Alchemist: Feat – Improved Natural Attack: Increase damage die for selected natural weapon by one size. Needs BAB 4. Attack chosen: Claws
8: Alchemist: Discovery - Bone-Spike Mutagen: When taking a mutagen, gains +2 Natural Armor which also counts as MW armor spikes. Needs lv 6.
9: Alchemist: Feat - Rending Claws: If both claw attacks hit, deal 1d6 precision damage. Needs BAB 6.
10: Alchemist: Discovery – Lingering Spirit: Treat Con score as 10 higher for determining when HP damage kills you. Reducing Con to zero knocks you comatose, but can only die after another 5 point drop.
11: Master Chymist: Feat – Extra Rage Power: Gain a rage power. Must qualify. Guarded Life: While raging, if put below 0 HP, one point per level becomes non-lethal. Immediately stabilizes if in negative HP from lethal damage
12: Master Chymist: Mutagen – Dual Mind: +2 Will. If failed a save against an enchantment spell or effect, can roll again next turn at same DC. If roll succeeds, immediately changes form. Can’t use if can’t change form.
13: Master Chymist: Feat - Recovered Rage: While raging, regain one round of rage by knocking a foe to below zero HP. Foe must have HD of at least half your character level and can’t exceed maximum daily rage limit.
14: Master Chymist: Mutagen – Extended Mutagen: Double the duration of mutation.
15: Master Chymist: Feat: Dodge: +1 dodge AC.
16: Master Chymist: Mutagen – Restoring Change: When changing to and from mutagenic form, heal by 1d8 + character level.
17: Master Chymist: Feat
18: Master Chymist: Mutagen – Burly: In mutagenic form, gain alchemical bonus of class level to Strength check, Strength skill checks, Con checks, CMB, and CMD.
19: Master Chymist: Feat
20: Master Chymist: Mutagen – Evasion: Gain Evasion feature when in mutagenic form.
Thoughts and comments?