Ghartok, The Carrion King

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i have a monk that has a grapple feat and not been able to grab most of the big bads in the game. i plan to take trip and disarm later to be more versatile

i have focused mostly on ac and now i need good ways to boost to hit and cmb

and what stacks with cmb?

thx guys.


are you aloud to stack archetypes as long as they don't replace the same abilities?


Darth Grall wrote:

Interesting follow up to the other thread. Well Javarie you have screwed up in several ways:

1 - As stated, forms don't mix. You can take em, but honestly you'd be better off devoting yourself to one style, without a feat or archetype to let you mix you have to burn a swift to change styles. My recommendation? Pick up the archetype or something. You need it...

2 - Your feats are jacked up, unless I'm missing something... Lets look at the progression:

Mb Elemental Fist
Mb improved unarmed strike
Mb1 improved grapple
1 -Turtle style
Flaw - Crane Style
Mb2 ???(missing a Feat here)
3 Dragon style

Since you're down a feat, might I recommend taking dodge instead of Improved Grapple and taking that as your 2nd level Bonus feat from monk? Otherwise you don't qualify for crane style anyways(still need dodge)... If I were you this is how I'd do it:

Mb - Elemental Fist
Mb - Improved unarmed strike
Mb1 - Dodge
lvl 1 - Crane Style
Flaw - (Whatever)
Mb2 - Improved Grapple
lvl 3 - (whatever)

2 - Also No such thing as a potion of shield. When I first played a monk, too was disappointed to find it was not an option. Might I suggest a potion of Barkskin at a higher CL? Or even stacking the Qinggong Archetype for the Bark Skin SLA?

3 - You said you :

Jabarie wrote:
-not dropped my ac by 3 when i flurry for using a full standered action and not using my action to fight defensively

That's wrong as I'm reading it, you can fight defensively as part of a full attack action, meaning you can Flury & fight defensively. This is because Flurry is still a Full Attack Action, and the rules say: "You can choose to fight defensively when taking a full-attack action."

So finally with that in mind your ac is pretty easy to figure out(if you take dodge to qualify for Crane)

10 base + 5 Dex + 3 Wis + 1 Armor...

seems right and apparently i forgot to include my dodge feat

also every in the game group is oblivious that you cant buy potions with the target:you description if some one can send a link or page number i would be grateful

and if there is a feat that allows you to use multiple fighting stlyes pls send a link dragon style is a must i am always stuck behind every one in a fight.

another things is my thinking on dropping fighting defensivly to flurry was to not take another -2 i forgot that you could so that to be honest tho

thank you


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i am the munchkin this thread is my fault lol charter build available on link

new post includes over sites on my part brought to my attention and is included on posted build

over sites are listed

-win games

http://paizo.com/threads/rzs2px2u?the-muchkin-monk#1


i am the muchkin monk lol and this thread is my fault

http://paizo.com/threads/rzs2pwvy?How-do-you-get-your-players-to-stop-being

(sorry david lol)

(and i dont count good feat selection and resources as min/max)

(may be wrong would also like opinion of that)

so in the interest of fairness and my detail over site im posting my build pls correct all errors on my side.

quin lv 4 monk (monk of the four winds)

str 16
dex 20
con 15
int 12
wis 16
cha 11

hp 36

ac 23

fort 6
ref 8
will 7
+2 vs enchantments
+2 sleep stun paralyze (dragon stlye)

cmb 7 cmd 25

skills
acrobatics 12 4ranks
climb 8 3ranks
escape artist 12 4ranks
perception 10 3ranks
ride 7 1rank
stealth 12 4ranks
swim 7 3ranks

flaw

shaky -2 range atks (benefit extra feat)

feats
-improved unarmed strike
-improved grapple
-turtle style
-crane style
-dragon style

monk abilities

elemental fist 4/day
flurry +2/+2
evation
still mind
fast movment 10
slow fall 20
ki pool 5

equipment
bracers of armor + 1
rind of protection +1
potions of shield and mage armor
mw temple sword d8 19-20

so thats all the useful data here the break down

wis 3 dex 5 bracers 1 ring 1 crane 1 turtle 1 fight lv4 monk 1 fight defensively 3 (3 due to acrobatics)

so 10+3+5+1+1+1+1+1+3 = 26 on avg flurry 23

potion of shield and mage armor (usual tactic)

ac 29
ac 32 fight def.
ac 36 if burned ki point
ac 39 if total defense action

to hit
str 3
base 3

melee 7 defensively 5
range 7

dmg sword d8+4 (two hand)

i never hit any thing and to raise my ac eats turn economy

things i have learned i done wrong

-not dropped my ac by 3 when i flurry for using a full standered action and not using my action to fight defensively

-not stating im using elemental fist (apparently its a called atk)-my bad

- stacking turle style with crane style (thought i could legally)

if i cant for sure lower all ac totals by one

-not declaring my swift actions to say what style im in (didnt know about the swift actions)

-for getting my ac is 3 higher because of an action and for get to change/announce it on charge or other actions

so i believe thats it

so the purpose of the build is to tank and grapple

every one feel free to comment

-win games

(and side note my first charter died cause he was a squishy skill monkey and there be big monsters some times lol no hard feeling on the death)-it was miles fault any way not the dm


is there rules for pole vaulting?

i have a monk who carries a long spear and in my opinion he could use this to get a minor boost in jumping pits and getting a leg up for over hangs and such.

offical rules or do i have to homebrew?

and do you guys agree with this idea?


one last question I forgot, can a medium size charater grapple and pin a large size monster?


I have a few questions and I love the message boards cause things are made clear real fast.

1: Im grappling I maintain the grapple and im in control

I go to "pin" then "tie up", this taking a couple of turns

Do I roll cmb vs cmd to do this or is this just an standered action I take with out a roll?

2: can I grapple as part of a charge?

I know It gives you +2 sunder.trip,and disarm. and not to grapple but dose the rules allow me to as a charge action so i dont take the AoO?
(from threathing areas im assuming chacter has the improved grapple feat)

3: If not, Is there a feat or archtype that would allow me to do so?

4: (and off topic dose charge negate all AoO no matter how many threathen areas he runs though?)

and thanks for the help every one.


is the ranges on spells the max limit or can they act as range increments like a bow?

if so i can i take the -2 for increasing its range?


darkwarriorkarg wrote:

It's written for fast, but if you're adding your own materail (as my GM is), then medium or even slow (but that might be painful at low levels) would do.

If you want to add a lot of your own materail, I might suggest slow after the second "module" of the AP. At that point everyone should be at a sweet spot.

ty


at what speed should the pcs level?

is this written for fast or medium xp chart?


so latest suggestion at home is

the arena: games and hobbies

yay or nay ppl?


stormraven wrote:
What city, state, province, country, etc. are you located in?

one of four places

lexinton

louisville

corbin,

ky

or knoxville tn


i posted a similar thread but the conversation continues

my assoisates and i are opening a game store and we cant decide on a name.

any ideas guys

(also if we use your name we donate a prize to the person who came up with it for exsample a phb or beastiary)

names any one?


Waterhammer wrote:

I think the OP means rogue.

I'm gonna steal the idea, though. "I am the Red Sorcerer! Burn in my fire!

(Rouge is French for red, so I'm told.)

lol touche`


what be some good feats for a rouge sorc going arcane trickster?


that is what i thought, course the gm thought it was one atk thing and probly saved us. thx for the advice


can you use power atk with every atk or is it just on full round action or a standerd action?


Vincent Takeda wrote:
Whatever you struck with it would have to by lying in a pile of 300gp and you'd have to keep smacking it for an hour. (material components and casting time still required!) heheheheh.

lol well that completly nerfs that idea. too bad i was gonna have a feild day annoying the gm next game.

back to drawing bored i go.


Whale_Cancer wrote:

What?

Do you mean a use activated magic item that casts masterwork transformation?

If so, that is in the realm of swords of true strike and cloaks of continual mage armor.

i ment that the weapon just makes things masterwork as an ability when you strike something with it.

but judging by your comment its out of the question cause to my knowlege sword of true strike is not possible or fair for any reason.

i just thought the idea was funny and never assumed practical.


this started as a joke and i just wanted to see if this was possible within the rules.

so the combo is you get a sap (nl weapon) and you cast masterwork transformation on it obivioily making it masterwork.

a master work item can be enchanted and thus you enchant the mw sap with masterwork transformation.

thus what ever you touch,atk,or sunder with the sap becomes masterwork.

and sense it dose nl dmg it dosent hurt the item.

and you have free masterwork every thing.

opinions any one?


can you coupe de gra some one who is tied up?

and if they survive the first time can you do it again?


RumpinRufus wrote:

Ok, let's break it down:

Charge allows you to move and make a single melee attack at +2.

The Disarm, Sunder, and Trip maneuvers can be made in place of a melee attack.

Charge also gives you a +2 on Bull Rush attempts.

Other combat maneuvers (Grapple, Drag, Reposition, Dirty Trick, and Steal) are standard actions, and so they cannot be used with a charge (because charge gives you a melee attack, not a standard action.)

So you can't charge and Grapple with a +2, but you can charge and Trip with a +2.

Overrun also claims to work as part of a charge, but the rules for Overrun are incomprehensible so it's best just to ignore it.

considering the trip mechanic, once charged and triped, is there any advantage in trying to grapple a triped opponent.

considering that there might be a rule or ruling that im not aware of.


dose charging add only pluses to atk or dose it add to cmb also?

ex. i charge some one to tackle them so i can use the grapple action.

can i do that?

do i get a bonus?


Meridoc wrote:

As for the build - you channel negative so holy vindicator is an option (gets you to heavy armor when you can buy mithril full plate). The key thing to make note is movement (if you use negative channel in any fashion).

Movement strictly will hamper your damage ability depending on your charisma bonus. its why I went halfling (riding dog = at low levels) and eventually fly potions and summoned creatures. I didn't go haste boots (too costly and my speed would be 30 max)...but I may have gone winged boots if I had the money.

make yourself into a hard target (because they're already wanting to hang those lawyers...and now they have a reason to do it.) So high AC is a must. (Holy Vindicator can get you a profane bonus to your shield)

I'd advise improved initiative and at level 5 quick channel. You can drop two doses of your channel on the unwary (it costs total 3 uses, but the effects can be priceless). If you can get it to work desecrate can create a site where a +3 profane bonus to dc on channel...but its very hard to land.

For domains - law is interesting (take 11 on d20 rolls) and Fire is fun.

For magic items - I recommend the pylactery of negative channeling. The selective (lesser metamagic wand...and my favorite defending mace +(whatever you can afford)...and all the basics (natrual armor, defelection, resistance cloak, circlet of persuasion...yada yada)

That phylactery is a head slot - so no headband of wis/cha so its a tradeoff more spells or more negative booms.

One last thing Undead - eventually pick up command undead as its your blindspot. Its not really going to stop the very high level undead, but you still make them roll (and they can fail)...but at least you can do something beyond turn them to ash with fireballs / walls of flame / bhands / etc.

neat


mplindustries wrote:

What about an Oracle with the Legalistic Curse instead?

Also, it's "lawyer."

dont know much about oracles i look into it thx


due to my love of cha based charaters, and new passtion of bostan legal i have desided i need a charater concept for a adventuring lawer type.

there are many hamlets that need lil things resolved. it would be similar to the concept of the confesser from legend of the seeker.

so after looking over some heated moral debates i think it would be fun to play a LN cleric of Asmodiuos.

the question here is

what kind of build would you guys make based on the travling lawer concept?


according to my understanding they were alternat alignments avalible for paladins but they were to refered to as knights and i beleive to be listed in 2ed. i have not personaly see these but have had many conversations with older gamers that these esist. and they are very similar to the game rules that

lonewolf23k mentioned


unfortantly due to money the kitchen dining part is going to be a later goal but we are going to try to have a desent size snack bar so keep the names coming.

btw im seriously trying to open game shop and if we use your name we throw in a prize of some kind, slogans also apply

and wish us luck its gonna be a long road


yellowdingo wrote:
TSR: THREE SIMPLE RULES

whats the rules

we dont talk about fight club?


if any of you were to open a shop were ppl could come game and eat

what would u name it?

ideas?


purely for state of argument, tho one time the wizard did save the party by grappling the ogre mage and given us enough time to heal up and charge in for the win.

it was a luck role he made it was funny as hell.


Tao Dragon wrote:

MacGurcules is right about the action thing so the spell would have to be quickened. You can not cast a spell with somatic component in grapple or pin conditions, and you must have material component in hand but if condition are covered and the DC made then yes you can cast a spell and no there is no AoO from the grappled person as far as I understand.

Oh ...somatic component only need one free hand.

that would be logical. now that i think about it you have to hold material components in the other hand. be hard to hold something when you are using both hands for magic hand jive.


cibet44 wrote:

1. If the Wizard is grappling a target and wants to maintain that grapple this round that will use up his standard action and he will usually not be able to cast spells in the same round. If he wants to cast he can simply release the grapple and cast with no penalties.

2. If the Wizard wants to cast while being grappled (and has the required action available to do so) he can accomplish this by making a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Material, verbal, or somatic spell components do not come into play when just grappled. Pinned is another story but that is not just grappled.

That’s basically it.

so basically as long as he is not pined and makes the check he can cast normally?

is this correct to my understanding?


btw i know it makes more sense just to release the grapple then do your wizard thing but that not the point im trying to resolve with group.

and thx for any and all help


there is also a point were if you control the grapple

-you may do any thing that you may do with one free hand

in point i would think you could get to spell components you would need.
due to the point if you prepare spells, why not have what you need in easy reach like a fighter keeps his sword?

also i believe that you can use somatic components (as long as it just one hand, and to my understanding it never clarified and i throw it to a dm call)

so basically this is what i figured out pleas correct any body if im wrong.

-a wizard controls a grapple. he makes all checks to cast there spell.

he may cast a spell that has two out of three things v,s,m components

i assume he hold components in teeth and uses and somatic with one free hand, or holds material and uses verbal.

this is what makes since if you want to control grapple and cast

-under pined condition

makes all checks necessary but can only uses verbal component.

also this would be the case if he don't control the grapple.


had argument with game group pretty much had fist fight over it, and i only herd bits of it

so the question is is there different variables for the person grappling and the person being grapple?. This is mostly concerning magic and wizards components.

the agreed apon things are

they both get the grappled condition

wizards but beat the concentration check to cast

and thats all is agreed on, the big argument is that is the spell caster controls the grapple it can act normally besides the concentration check.

also the argument is that ruling under grapple page, is confusing cause it list details under the both grappled and pined and there for open to interpretation and confusing.

clarity any one?


that is interesting, i run a half-ling cleric and i wanted a armored mount for him. that's pretty much were this came from.

could u imagine healing from in side with channels and having a full list of make whole spells to keep your mobile armor in the battle.

i just thought it be neat and fun idea.

oh and t remembered reading some were in 3rd thats there was an alternate to iron golem u were a suit and controlled it like a puppet few hundred yards away is that what your referring to?


in the abundance of free time i was thinking about golems and other uses for them. Honestly a lot of them are cheesy but interesting to me.

dose a golems shape always have to be humanoid? to my memory all in the bestiary are all human shape.

if they can be any shape can they be headless with space for storage.

if that is a fact, couldn't a golem be hollowed out in the top allowing for pc to ride in them? a make shift iron man suit of some kind,

of course i think the shield guardian template would make it more viable, allowing it to be voice commanded.

this just train of thought and not to be taken too seriously.

of course if this kick started any body gears i would love to hear if it practical or not.

maybe the simple idea is to animate a large suit of armor for a half-ling to ride in, modified of course.


Writing skills don't exist at 3 am.


Aristin76 wrote:

My game right now has an interesting option I managed to bring forth. I play with 9 other people and various gaming personalities. So to bring everyone's creative juices out to the game, I decided to take some basic ideas and create a "HomeBrewed" world where everyone has a possibility of influencing the creation/ story of the world. If it runs well, we will continue using the world and develop as we go.

For the first part to the story, I took an aspect from Eberron, The Draconic Prophecy. I truly like this aspect and the dragonmarks as well. So I took Pharasma from PF mythos and decided she was going to be the founder of the draconic prophecy.

The Quest......Pharasma gave birth to a portion of her "Fate" domain in the form of a small human girl child. For 1 year and 1 day, Pharasma will take note of what happens to the child, and how the people/world treats her. After the year and 1 day, the draconic prophecy will be born and will assume the role of what transpired to the little girl. Every Month, a checks and balance will take place marking defining points of the progression of EVIL, GOOD, and Neutrality. So, far its been a month and 1 week, and Evil is up. So, they are trying to take care of the child and teach her things. Not to mention they are dragging this poor child into a dungeon crawl which is infested with tons of kobolds. Good TIMES!!

After, this year and 1 day, we can start up a new storyarch and have the draconic prophecy actually be part of the game. I thought it was a cool idea. Just my 2 cp worth.

that is awsome. thanks for input and not bashing on my writing skills

but what is the dragon prophecy not too familiar with that my self?


how dose one go to becoming a lich

i know you need craft wonderous items for phylacathy (or the correct spelling of that word) and you die but what are the rules egsacly?


The smitter wrote:

animate there furniture

girdle of opposite gender

casting an alter self spell on him while he sleeps to look some how silly, maybe one wizard give the PC a wand to use.

summon a swarm of some harmless insect and cover the other lawn

l like that lol


ok awesome plot line for a slightly non serious adventure

the pcs must convince two wizards to help them this can be any thing getting information receiving an item what have you

the catch is the wizards occupy two corners of the same town
and will only help if u make the other look bad

this starts a prank war between two wiZards

on list so far is

bag holding full of dirt: empty this bag in the other guy workshop

sack bones: throw bones all over yard tell ppl the he turning to necromancy

and coating spell book with equivlant magic super glue (forgot proper name for item was in 3,5 book i seen)

and so on any more great idea guys


gather items kill the bad guy prevent a nasty summon save the world

hack and slash though the dungeon crawl

the typical stuff getting boring what are some quest ideas that are not over played

same all same all turns all the games into one same old game any body shed some light on my repetitive world


ok guys i have billion ideas for games my mind is exploding

but i cant seem to put my mind around detailed mod building

how do i make sure the adventure is balanced and not over powered

not sure how level appropriate some things are. how many minions can i

throw out with a boss befor i exceed cr of the group and such,

and most of my ideas are high powered even if i didnt mean them to be

how build a low level mod properly and stil have fun challenge and story?

what are good general guid lines?

any mod building tips guys i got bad writers block


well thx guys


so i been wanting to run clerics and i ran couple and it been alright

so i was wondering that systems with multiple gods are clerics limited to one diety

in greek history there were many gods and ppl worshiped many so why cant a cleric have more than one with limits

worship gods with similar alignments or close to same such as for exsample

i have two gods

one NG other LG limit being that i worship law i side step chaos and if im good no evil

so is there rules against this and whats ppl opinions


Mortagon wrote:
Jabarie wrote:
can the alchemist learn any spell or just stuck with its spell list i read it several time and freinds all havent difrent opinions what say you guys
He's stuck with his formulae list just like other spellcasters are stuck with their spell list I'm afraid. He may however research new formulaes just like another spellcaster researches new spells.

ok thx guys


can the alchemist learn any spell or just stuck with its spell list i read it several time and freinds all havent difrent opinions what say you guys