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Charender wrote:

Being able to take 10' steps and still take Full attack actions is a bad idea. Combine with reach and it is pretty broken.

1. Fighter charges giant takes an AoO, and gets one attack
2. Giant takes a 10' step back, does a full round attack on fighter.
3. Fighter charges in takes another AoO, and gets a single attack.
4. Go to step 2.

So the giant is getting a full attack plus an attack of opportunity every round, and meanwhile the fighter is getting a single attack per round and can never make full attacks.

well, i believe the fighter should take that feat too. and as for the the giant, i don't believe i read that in the Beastiary...


was wondering what ppl thought of a new feat i just thought of.

The 2-step (or Practiced Step)
prereq:BAB 10
this feat allows a character to shift 10 feet instead of 5 and still make a full round attack action. this can be used over difficult terrain.

the 3 step (or greater practiced step)
prereq:BAB 15
this feat functions just as Practiced step accept that it allows u to move 15 ft and still make a full round attack.

difficult terrain can be really devastating when it comes AoO from moving, i would like a way to avoid this. i think the BAB requirement allows a more balanced solution. casters can move full speed and cast a spell usually, which makes melee be at a great disadvantage. this helps bridge that gap


Charlie Bell wrote:
Jason Hormann wrote:
the mob dying
Part of me died when I read this.

sorry for killing u softly with my words. but in my game i laugh every time the monk has more attacks and nothing to hit


the idea was to find out how many ways to get stat bonuses, was hoping to stick to Pathfinder source. i'm unfamiliar with the many classifications of bonuses. IE size modifier, age, and rage just didnt sink in. thx for all the input


i was referring to the fact that u can take improved 2 hand at lvl 6 (requires bab 6... dur) so yes, +4/+4/-1/-1

and if u are telling me that that 2 feats is a waste for fight i laugh at u, they get 22 feats total as a human, i doubt 4 feats total will break the bank.

as for the dex 17, yes, that is rough, but the concept for this fight isn't a sword and board but a striker. if the character ONLY had 1 good stat i would do dex, but odds are u can swing 2 good stats. str and dex.

concept was that a fighter can be built to be a stronger monk than a monk... yes, they get little bonuses to sweeten the pot. but to be honest, monk is meant to be a fighter with less hastle of planning it out.


I just wondered if anyone knew how to get a lvl 20 character with the highest stat possible. at guessing i would say str is best bet.
start at 18 str, add 2 for racial, 5 from manual, 5 from lvl'n, a +6 belt, and 4 lvls of Dragon Disciple. that is str = 40.

is there any other ways to boost a stat i'm not thinking of?

as stated above it can be guessed that a caster could get to 36 (DD38). any chance that gets higher?

trying to stick with human builds. (and i know that DD gives +4str,+2con,+2int)

(this thought brought to u buy table 1-3 of p hand)


for what it is worth paizo released a trial splat book called traits, may want to look into it for a free +2 init


so i decided to make a dual wielding fighter and started looking at the options. he gets attacks just like a monks flurry of blows, and both get a -2 for unarmed(though i stuck with light wep). using fighter feats u can get 2nd OH attack at lvl 6 for a total of 4 attacks. for a monk, u need to be lvl 8 for 4 attacks. same for 3rd OH attack, fighter gets it sooner. another difference is that fighters have a full BAB progression where a monk when he flurries is considered full bab, but note this doesn't apply for his standard. also, there is a 2 wep feat for rend, soooo worth it

using kukri was my choice for fighter. it hits pretty light, but has a 18-20 crit x2. which is better crit wise than monk. true monk gets his unarmed DV up'd every few lvls, but wep's with enchants are nicer imo. Especially if u can swing Speed enchant on both weps, allowing for xtra attacks at full BAB during full round attack.

Back to crit, u can take crit focus and go to town as a fighter. imp crit makes ur new crit range 15-20. (at lvl 20 u always crit) not to mention the fighter only weapon focus feat line.

In my build, it is based on Str being main stat but dex has to be 19 by lvl 11 for it to work best. so enhance item is a must.

lastly, i hate when my "flurry" of weps are cut short by the mob dying, so i went with lunge. -2 ac for reach. huge for full round attacks so that if target drops u can just switch off to the next guy who thought he was safe. step up also has its benefits for this build.


well, i made a theory build with EK and it turned out pretty strong. it was lvl 9, took precise, rapid, many shot, could cast as a lvl 9 caster though it only had the spells of a 7th. but the big draw is that with a full spell progression(in prestige class), u get full BAB progression and all 10 lvls count as fighter for feats. IMO this is to give a physical type character the ability to cast spells. he will never be pure magic, but it is meant to give both.

also, if u choose to go with melee instead of range u should still be dex based, spell failure is no joke


lol, i brought up the high jump of monks in my grp and my DM specically put part of the dungeon up 30 ft so that the monk couldn't jump up there


would be interesting if the 2 Kingdoms came to an agreement to be at war. so that war would stimulate both kingdoms economics and science and also keep both populations in check... which i know is more LN then LG. but sounds interesting to me


best continuation i'd ever seen was one where orignal party all retired and we got to play the kids of the original memebers. didn't have to be alike at all, but the story was still there


Gorbacz wrote:
The only problem being that it's a Sorc/Wiz spell of level 2, making it somewhat hard to use for divine casters unless you mutliclass.

so i can't use Use Magic Device skill as said above to use a scroll of spectral hand?


just want to double check that i can use spectral hand to cast healing spells from a distance right?


2: NEI. What's the whole situation? Do you mean no necromancy as in no Gentle Repose or Speak with Dead? Do you mean no necromancy as in no Bestow Curse or Cause Fear? Do you mean no necromancy as in no animating zombies? Do you mean no necromancy as in no animating mummies?

Do note that good-aligned Clerics are forbidden from casting spells with the opposing alignment descriptor, no [Evil] in this case, ruling out the zombie-making spells. However, most other necromancy spells are fair game.

sorry, to specify, i have major ranks in use magic device, and was wanting some scrolls of spectral hand :) they say that since its necro its a no no. it isn't subtyped evil. and i'd probably use for good :)


so my group was trying to justify that a NG cleric shouldn't cast necromancy skills and that it would be against my alignment. i think they are full of Cr*P. whats ur opinion?


my question is that in the wording of the feat it doesn't say anything about attacking. is it just using a skill and then ur turn is over? or is it added to a full round action? i.e. u can't move and do it as a standard


Shifty, i have been playing in this campaign at least once a week for about 9 monthes now. my character has done much more then overthrow a church in 9 lvls. i've stopped a blight from spreading throughout nation. saved a daughter of my god from sacrifice, journeyed to a military stronghold that was jumping through time. made a pact with the 2nd most evil entity on my plane. saved my town at least 4 times. as for attracting cohorts, ppl have come to the town to avoid the tyranny of the church i overthrew. i actually asked for someone that i could enjoy in combat and maybe had great ties to my underground church. and i have been trying to find followers of my faith since lvl 3. there is alot that this character HAS invested in the story but she is at the point of not enjoying combats. the story itself is fun, just not my role in it.

there are many other details that i haven't told you, and i thought ppl would be smart enough to understand that WITHOUT having to spell it out. apparently i was mistaken


interesting thread so far. i have a personal experience i would like to share. I'm in a player heavy campaign, currently 7. of those 7 only 2 ppl remain of the original grp, the others have died or disappeared. As such everyone gets to build new characters, which is my personal joy of the game. anyway, i approached my gm and said i am tired of playing the healer. i get to have no fun. He said that if my character left the story was over b/c nobody else had drive to finish the plot line. So here i am, stuck playing healer. at lvl 8 i am responsable for the church in town being wiped out (evil cult) and am rebuilding it for the NG god which i worship. i approach my gm again saying that since i am stuck being the heal bot, why not let me take leadership. he grumbles and says he will think about.

next week, as i turn lvl 9 i take leadership. overjoyed at the chance to play a fun character. My gm build me a wizard. divination. that hates combat in any form and is only good for searching for info. doesn't even have craft skills. so i'm sittin there with followers rebuilding my church, and a cohort i don't want and can't enjoy at all. in general, i'm sorta depressed and considering leaving the game.

any advice for me as a player? (btw game started out lvl 1 with an epic plot to save and/or kill gods, which was exposed to us verrrrry slowly)


sounds like someone needs to watch Hero or Crouching Tiger Hidden Dragon. on a plus note, this is fiction


well, since boots of springing/striding is out probably spider climb boots or boots of haste, thx for pointing that out /sadface


getting tired of digging through forums looking for the answer, so here i go.

can u use rapid shot and many shot in same round?

or power attack and cleave?

k thx, i know i'm lazy


necro has spells to reduce enemy stats/lvl's in accordance with guide, that would suck to drop


thx for reading. but u didn't answer questions!


Just finished reading and CUDOS to you sir. Agreed with 99%. but something that has awalys been a thorn in my side was not adressed.

When choosing a Specialty School, what do u suggest giving up?


hello, my friends were messing around and we wondered what a monk who only took the fleet feat would be like. i decided to build one.

made him human, took run feat and then 10 fleet. boots of striding and springing were my choice for sustained outcome. so it was a base speed of 150.

next step was to figure out acrobatics skill. decided to focus on jump, and with boots and the hefty 28 dex score after items, my jump skill bonus totalled 105. thanks to the monk class adding lvl to jump and apparently every 10ft over 30 in base speed = a +4 bonus

at this point i'm saying wow, how does that play out for jumping?

horizontal formula is dc 5 per 5ft. so looking at 105ft jump from standing if i roll a 1

here is the part that bothered me.
vertical formula = dc 4 per 1 ft... that comes out to 26 ft high.
i repeat, a skill of 105 is only 26 ft high... not much imo

my question is should i be using run speed of 525 or just base of 105 movement when calculating a running jump?

another point. i used the chart on 12-4 for starting gold at lvl 20, and since my grp gets power stats i use 18,16,16,14,12,10 for starter stats. this is what i got:
34 str, 28 dex, 20 con, 12 int, 28 wis, 10 cha
AC 47, touch 39, flat footed 29
22 fort, 26 reflex, 26 will, Spell resistance of 30.
used monk feats to spring attack(lol) and disarm

as for items: amulet of might fists +5, bracer of armor +8, belt of physical perfection +6, boots of striding/springing, cloak of resistance +5, glove of storing (for disarm, lol), ring of prot +5, 3 +5 manuals (str, dex, wis) headband of Wis +6, and a Monks Robe from wondrous items.

this brings me to another question, while wearing it treats AC and unarmed dmg as a monk 5 lvls higher. going by the chart i guessed that meant a +6 total ac bonus from class and unarmed dmg value goes up from 2d10. question is to what, i guessed 4d6. if so dmg looked like this:

flurry (if i ever choose to stand still) +35/35/30/30/25/25/20
and dmg was 4d6+17

i know this article may not be the most organized, but if u can answer my questions, i thank you


ok, so i love that there are benefits for taking a class the whole 20. but Cleric seems to get no benefit at all.
Barbarian - mighty rage
Bard - deadly performance
Cleric -
Druid - wild shape at will (and op animal companion)
Fighter - Weapon Mastery
Monk - Perfect Self
Paladin - Holy Champion
Ranger - Master Hunter
Rogue - Master Strike
Sorc - Bloodline power (usually huge change)
Wizard - Specialization of spells

point is that the only thing i see in cleric progression is channel energy. the domains help but they outlive their usefullness after lvl 10.

I am currently playing an epic game where we are starting at lvl 1 and by the end will be killing or saving gods. issue is that i don't seem to have anything to look forward to after lvl 10. prestige classes don't mesh well, and there is no benefit to the class other then spell progression. yet everyone else keeps a sort of freshness to them.

if i'm wrong feel free to tell me why, b/c i'm a little dispaired