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The party needs to find a ghosts dead body. I dont think that scrying would work, if anything you would see the ghost. Locate object only effects a 400+40 per lvl area, and who knows how many miles away the body is.

So, what is the best way to do this?


for those that dont know, Kasatha is a race with 4 arms. Yes my GM said I can use the race.
I want to duel wield Sawtooth Sabres , because with prof, you can use them offhand as a light weapon, and as they are treated as long swords in all other respects(as far as I can tell)

For classes, I was thinking this

1: Ninja
2: Ninja
3: Ninja
4: Ninja (I waited this long for uncany dodge)
5: Alchemist (vivisectionst /chirurgeon )
6: Alchemist
7: Crimson Assassin
8: Crimson Assassin
9: Crimson Assassin
10: Crimson Assassin
11: Crimson Assassin
12: Crimson Assassin
13: Crimson Assassin
14: Crimson Assassin
15: Crimson Assassin
16: Crimson Assassin
17: Ninja
18: Ninja
19: Ninja
20: Ninja

My stats were rolled, and I applied them like so

STR 14
DEX 18 (16+2 racial)
CON 15
INT 13
WIS 11 (9+2 racial)
CHA 16

I decided Ninja for the Ki pool and the nice ninja tricks, (and rogue tricks) and the dip into Alch gives 3 elixirs and 1 mutagen a day, and the 2nd lvl for discoveries. Vivisectionist to keep the sneak strong, and Chirurgeon because no need to double up on poison use.Crimson Assassin gives extra to my chosen weapon, and some neat side effects like arcane spells, changing form into deadly manti, and some sneak opportunities.

I am working on the feats to use with this character, but they are pretty much just standard crit rogue/ninja.

I have spent too much time looking at this, and have grown tired. Help a fellow adventurer decide if this convoluted build idea is better at dual wielding 2 sawtooth sabres in 4 hands then strait ninja, ranger, or some other class.


I honestly do not understand why an aasmir requires 40 years to become an adult. If an aasmir is normally sired by humans, and assuming that the parents are 20 when they have their aasmir child, then they will 60, that means the "average" human would only have 4 years left in their life... this just doesnt make sense to me.


So lets say you are a Divine Defender Paladin, you fell from grace and become an anti paladin, could you technically obtain atonement, and choose a different archetype when you swap back to Paladin?

Fall From Grace:
Not all paladins that fall become antipaladins. In fact, the transformation is quite rare. Most paladins spend months or even years regaining their paladinhood, but they never stray so far from the path as to become irredeemable. Rarely, a paladin turns from the light and seeks instead to make a pact with the dark powers. Often this is through temptation or some sort of ruse, but once the deal is struck, the paladin finds himself on the path to damnation.

When such a fall occurs, the transformation can be swift. The paladin trades in all of his paladin levels for antipaladin levels on a 1-for-1 basis. This is usually a traumatic experience, involving a complex ritual that involves a living sacrifice and dark oaths made to foul powers (who sometimes send minions to bear witness). Once complete, the antipaladin emerges, ready to bring ruin to the world.

It should be noted that not all antipaladins are fallen heroes. Some warriors are trained from a young age to assume the mantle of antipaladin, forged through pain and trauma into exemplars of evil. These cruel warriors know nothing of compassion or loyalty, but they can teach a great deal about pain and suffering.


I am looking to make a character based around grappling your enemy, and coup de grace by round three. The best I am seeing for this right now is the Maneuver Master because at level 1 you gain Flurry of Maneuvers, which allows you to make two combat maneuvers in one round. So on the 1st round, with two succesful grapple checks, you will have the enemy pinned, and the second round you can tie them up, meaning that by round 3 you can perform a coup de grace, or you can leave that person tied up and move on to another victim.

Am I looking at this correctly, or is it harder to coup de grace then I am thinking.


So one of my characters was a duergar, that char died, and now he wants to play a half duergar. I was going to use the race builder, but I got caught up in just mixing duergar and human. This is my results, just wondering what people think.

Half Duergar

Base Height M 3'9" + 3d10
F 3'7" + 3d10
Half Duergar can be as short as its parent Duergar, but have been known to tower over their human parents as well

Base Weight M 150 + 2d10
F 120 + 2d10
Half Duegar are Sturdier then their human parent, but rarely are as sturdy as their duergar parent.

Starting Age 15 +3d8
Half Duegar mature at wildly differnt rates due to thier dual heratige.
Standard Racial Traits

Ability Score Racial Traits
Half-duergar characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type
Half-duegar are Humanoid creatures with both the human and the dwarf subtypes.

Size
Half-duergar are Medium creatures and have no bonuses or penalties due to their size.

Base Speed
Slow and Steady- Half-duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Half-duergar never seem to get moving fast even if they have the legs of their human parent.

Languages
Half-duergar begin play speaking Common, and Dwarven. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Duergar Immunities
Half-duergar gain a +2 racial bonus on saves against paralysis, phantasms, and poison.

Magical Racial Traits

Magic Point Pool
Half-duergar retain their, albeit stunted, inherint magic of their duergar parent's magical ability, in the form of a magic point pool equal to their constitution bonus. Half-duergar can use Extra ki feat to improve their magic pool

Enlarge Person Spell-Like Ability
As a swift action, the half-duergar can enlarge themselves for 1 round per level. This ability functions as Enlarge Person. Using this ability uses up 1 magic point.

Invisibility Spell-Like Ability
As a swift action, the half-duegar can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 magic point.

Senses Racial Traits

Darkvision Half-duergar can see in the dark up to 60 feet.


So I am making an Alchemist of the Vivisectionist/Preservationist Archetypes. Through Fiendish Heritage I am planning on giving him Oni-Spawn (+2 Str, +2 Wis, –2 Cha), and over-sized limbs (option 16 on the list) so he can use larger weapons. The Traits I am planning on taking are Alchemical Prodigy ( Divine Favor), Superior Clutch, with an honorable mention towards Dirty Fighter.

In the game this character will be played, we rolled stats, and I came out with.

17
17
15
15
14
12

I plan on having

STR 19
DEX 15
Con 15
INT 17
WIS 16
CHA 10

Would the oversized limbs translate into larger damage on natural attacks as well as other weapons?
Is being able to use divine favor worth the trait in the long run?
Are there options with this class (vivisectionist/preservationist) that I should be taking into account?


I am looking for some suggestions on how to make a half Orc half Svirfneblin. I know this is kind of an odd combo, but it is what is needed for my game. I am accepting of all types, strait half and half, majority orc, or majority svirfneblin.


I have a game running, and the characters should all be level 2 next game, I have always loved the idea of gestalt, and always want to play one, so I want to allow such a thing in my game. The game is Kingmaker, and as of yet they are able to more then handle the fights they have been in. if it matters here is a little info on game in another thread

Is there any good arguments for or against?


My players killed Oleg, took Svetlana is now basically owned by the barbarian, and they keep on just destroying everything.

I love what players do to plans.


I am wondering if there are options to make a worthwhile knife throwing character


I went into my local nerdshop to pick up part 1 of kingmaker, but they told me that they didnt have any because they are unable to order it at this time. The clerk then suggested that there might be a compilation of the whole adventure path into one book.

I am all for ordering the single paths from the paizo store, but I dont want to spend the money on single APs if I could get them all in one all encompassing book. Is there any chance that this is more then just speculation, and we very well could get a single book?


Playing some soul caliber has reminded me that I want to make a character who uses a polearm and a light weapon like unto Hilde, however all the reach weapons tend to be two handed, is there something that can sneak around this?

Yes I know that the rules were made to keep this from happening, but I like the concept, and that is usually more important then how good the character actually is.


So I don't know if this has already been seen, but I just realized that the feat Skill Focus is the same as a class skill in that each gives you a +3 in said class, the only difference is needing to use a feat or a skill point to "activate" the feature. So that means that skill monkeys start out with a boat load of feats that other classes do not.


CR wrote:
Half-elves/Half-orcs count as both elves/orcs and humans for any effect related to race

Does this, or something else mean that half elves/orcs are allowed to take human feats and traits?


I have had plans to make a dueling gentleman for a bit now, and got some help on build ideas in this thread

I really like the Archaeologist archetype, and think that I will later go into duelist. I will be playing this character in Serpent's Skull campaign, so the general idea behind the character is he is from some kind of nobility, and with the time and money from his background he studies past civilizations, but still keeps up on his courtly image.

The stats were decided by 4d6 reroll 1's and drop the lowest roll, and I got

14
14
15
16
10
18

I am going to play human, with the traits Historian and Rich Parents and like I said above, Archaeologist archetype bard who uses a sword (he will defending his "honor" with said sword. I have no desire to optimize or minmax this character, but I would like to know if you have any fun mechanical or flavorful suggestions on this character idea.


I know I have seen a list online somewhere that shows, for each class, what archetypes are compatible with each other. Does anyone know where to where a list like this would be?


I am planning on making a gentleman, one most assuredly will defend his honor in a dual, my thoughts are a fellow that is just as comfortable with a gun as a sword, but would be just fine with a crossbow.

Anyway, any cool builds ideas would be cool, and any character ideas that I should think about


I am thinking about making a campaign that takes place in a magical house, one that once you are inside of, it is near impossible to get out, with all sorts or weird rooms, creatures, extra dimensions, sizes, you name it. Pretty much some kind of sick wizards play place.

I am thinking that way to introduce the campaign would be best done through the age olf giving each character an invite to the house for some event, say dinner or a party, and then locking them in to see where and what they do.

I am wondering what people think should be in a house such as this, as well as things to avoid.... so.... ready, set, GO!


I am wondering what your favorite "lame" character was, and it could be your character, or someone elses

Personally mine was Hemo the half elf bard, his stats were something like

STR 4
DEX 12
CON 6
INT 10
WIS 8
CHA 14

Believe it or not, but these stats are probibly too high, I am just having a hard time believing any less myself

Even though there wasn't a single combat that he did not go below 0 hit point, he was never actually killed. And even though he was a bard of little worth (little worth partly because of the bard, but mostly because of the stats) Hemo not only was helpful to the party, but on at least two occasions was able to save the party from TPK, and was even able to start a slave uprising of kobolds so as to kill their evil lizardfolk masters.

Oh, and his weapon of choice, slingshot.