So, I've recently decided to try the unchained rogue. Made him up in HeroLab, and when it came time to choose feats, I chose Extra Rogue Talent (I think on the advice of a build I read somewhere). Anyway, I swear to you that was an available choice when I did it (it's not now). Anyway, the error I got, and the prereq I'm seeing now to choose it, is 'Rogue talent class feature required'. So... what the heck is a the rogue talent class feature? Why don't I have it? Am I supposed to have it? I'm so confused :P
Hey folks. Quick question. I'm making a Winged Marauder goblin for a new campaign. I've noticed that Hero Lab doesn't allow for that particular archetype, which is odd, but that's not my question. As my mount, I've decided to take a dire bat. However, I can't add it to my character because I'm missing 'The Bestiary Package'. The thing is, there are 5 of them, all at $12.99 a shot. I'm not into paying an extra fifty bucks. So, can anyone tell me which bestiary the dire bat is in so I can get just the one I need? Thanks so much.
Ryan Freire wrote:
Oddly enough, they are looking forward to it.
Well, I've had to rethink this character concept a bit. Having an 8 intelligence, while intriguing from a roleplay perspective, means that 4 levels of underground chemist and then going to alchemist means that I still can't use a single bomb until I'm level 6 (4/2) because alchemists are allowed a number of bombs daily equal to their alchemist level and their intelligence modifier, in this case -1. The GM has allowed us a 25 point buy, so now I'm considering going heavy into intelligence (for some reason HeroLab won't let me start with an int over 18) and a high dex, 20, with everything else pretty baseline between 8 and 12, and a charisma of 6, because, you know... goblin. So, based on this, should I still do the 4 levels of underground chemist rogue before jumping into alchemist? I'm really unsure how he gets bombs before that alchemist level and how many he can use. Is the only benefit of the rogue levels the ability to use bombs as a stealth weapon? I know I'll be taking the Fire Bomber archetype as an alchemist, so does that play into it? What if I went the other way with it? Grab some number of levels of alchemist, and then dip into underground chemist rogue for 4 levels. What I really want is a powerful bomb tossing goblin who does pretty much nothing other than tosses bombs every round, while not caring all that much where they land. I don't really care about mutagens and extracts and such. I just want to be a mad firebomber. The best part? This character is for Skulls and Shackles. Can you imagine the mayhem of a mad bomber on a floating wooden matchbox far out to sea? Anyway, your advice is much appreciated.
The NPC wrote: Maybe you didn't cal your eidolon during the time you were under and so they weren't around to know what was going on. Right, but then you run into the same problem of your eidolon showing up and saying, 'Oh, you don't remember anything. Well, I'm Bob, you're Fred, these 'strangers' around you are Larry, Moe, and Curly, and the last I was with you, you were going off to investigate this asylum for xyz reasons.'
Once a summoner loses consciousness, or sleeps, his eidolon returns to its home plane. My concern has been that whatever caused the fugue state happened at a time when that would come into play. I suppose it could be played so that it was also affected by whatever, but then you have the same issue, to my mind. It's on it's home plane, amongst others of its kind who presumably know it and can fill it in on certain things. Or not. I suppose we don't know what happens there and can play it however we like. I suppose I do like the idea of the eidolon being summoned and summoner and eidolon basically looking at each other asking, 'who are you?' However, that begs the question, how does the summoner know there's an eidolon out there to summon in the first place? Guess I'll have to think about this. Thanks for the responses.
So, my GM is looking at 4 different possible APs for our group to play next. Strange Aeons is one of the choices. The character I'd like to play for the next game is a summoner. I'm reading the player guide for this AP and thinking about the fugue state, and it's worrying me. It seems to me that the moment I remember my eidolon and summon him, he's going to tell me everything I can't remember, thereby spoiling all the stuff that the fugue state is meant to hide. I'm willing to put off remembering him for a bit, relying on monster summoning, but not for too long. Can anyone give me an idea of how far in we'd have to get for me to reasonably contact him again? Also, though it's likely at least a minor spoiler, can anyone give me an idea of how much time has passed between our last memories and waking in the asylum?
Jaxon5 wrote: Can I still make followup natural attacks with an offhand claw after my main weapon attack? Dasrak wrote: If you're using a greatsword, then no. If it's a one-handed weapon then you can make your offhand claw attack (and any other natural attacks you may have) as a secondary natural attack. You could always give him an extra set of arms, but I'd imagine that doesn't fit your concept ;-) Okay, but don't I have the option of claws on my feet which I could use as a secondary attack as a biped? Jaxon5 wrote: Is the greatsword the best weapon choice? Dasrak wrote: It's good enough Okay, but would I maybe do better with duel wielding? Or a longsword maybe with the offhand claws? Jaxon5 wrote: If I shouldn't use weapons, can you recommend feats/evolutions? If weapons are good, can you suggest future feats/evolutions? At least for a couple lvls. Dasrak wrote: Either approach is fine. If you want to go with weapons, it's usually better to gain proficiency via feats rather than with evolutions. Evolutions are usually more valuable than feats. Does that mean I should wait until I can take the simple and martial weapon training as regular feats? Or are they only available as evolutions?
So a bit of research has shown me a bunch of threads related to this one, but you know how it is; some are really old, some ask slightly different questions than you want answered, etc, so I thought to make my own. The summoner I want to play is a young, spiky haired blond kid who's eidolon looks suspiciously like a large, stuffed tiger. The kid's name is Galvin... Anyway, the tigerish eidolon, Fobbes, is obviously bipedal. In my mind, I want him to be wielding a greatsword, but if that's not the best option, I'm willing to consider others. So the first question is, how does a weapon wielding eidolon stack up to a natural attack one? Can I still pounce with a weapon? Can I still make followup natural attacks with an offhand claw after my main weapon attack? Is the greatsword the best weapon choice? Currently HeroLab is saying Natural Attacks Allowed = 2 of 3 (1 left). Does that mean I can make a weapon attack, then 2 offhand claw attacks? Or just 1? I do know that the claw would be considered a secondary attack if I'm wielding a weapon. So far I've come up with a lvl 1 eidolon with Toughness and simple and martial weapon prof so I can use the greatsword (I used the feat which gives you an extra evolution point at lvl 1). If I shouldn't use weapons, can you recommend feats/evolutions? If weapons are good, can you suggest future feats/evolutions? At least for a couple lvls. Thanks for reading. Any help is much appreciated.
So, I've got this idea for an alchemist character. I went to the guides but the one alchemist build there seems to be gone. So I'm coming here for advice, which is probably a good idea anyway, as my character concept is... weird. What I want to build is a nearsighted, low intelligence, slightly insane goblin alchemist, who's just as likely to blow up his party as any enemies. I'm really curious to see how long it takes for the entire party to kill him in his sleep. If he miraculously survives, I don't want him to be totally inept. Like... powerful, but unfocused. Or maybe he's really bad at alchemy, but dips into a second class for something he can do when his plans blow up, literally, in his face. Any suggestions? I suck at building characters, so if you could give me an idea in a bit of detail, (like, ok, 3 lvls of this, then switch to this for 4 lvls, then do the rest in this, or something like that) it would be much appreciated.
Really simple question - should I dip into Ranger a level or two? My pally just hit level 7. I can take another paladin level, or take a ranger level. I figured a ranger level would give me the favored enemy bonus and also allow me to use a Gravity Bow wand on myself. Frankly, as a paladin archer, I'm not sure what more levels in paladin are going to give me at this point. Any advice for optimizing this guy?
Thanks, Pants. You're right, trip would be the best opening gambit. Then I'll disarm and then reposition if useful. The goal is to get Greater Reposition so I can let all my friends get in a free shot at them. I've already got Vicious Stomp. I went ahead and took the Improved Reposition and used prestige to buy a wand of enlarge person. That should address the size differential in the short term at least, although I'll still consider getting Ki Throw later.
Hey folks, just a couple of quick questions. First, the Redirection ability flowing monks receive allows me to trip or reposition an opponent that threatens who attempts to attack me. My question is, does that trip or reposition provoke an AoO? (I mean against me, not from my team to the opponent) I have Improved Trip already, but not Improved Reposition, so I'm willing to grab that. My second question is about Ki Throw. I suppose I was under the impression that a reposition threw the opponent into another square and that they would arrive there prone. Is that not the case? Assuming not, if I'm using different combat maneuvers during a flurry of blows, I could start off disarming, then tripping, then repositioning, right? So what good is Ki Throw to me? Is it just the ability to spend ki points to increase the sizes I can affect? Not that that isn't a really big factor to consider. I guess I'm just trying to figure out what feat I should grab now (level 10). It's between the Improved Reposition and Ki Throw.
I know this isn't really what this space is for, but I just wanted to vent a little bit of frustration. I'm about to hit lvl 6 with my zen archer, but still can't get over the fact that at level 5 I got a completely useless ability. Namely, Ki Arrows. Ok, not useless, but at least useless for several levels. If you're using a longbow (and why wouldn't you?) then the d8 from that is the same as your unarmed strike. So it's not until level 8 that you get any benefit from this ability, as your unarmed strike finally hits d10. As much as I love this character, it's frustrating little things like this that really bug me.
I'm seeing it, but I don't like it. Makes no sense to me. If the conditions which grant a flanking bonus hold true for a melee attack (basically the fact that the target has to worry about someone threatening his rear and so is distracted and less able to maintain a proper defense) then why would a ranged attack, assuming Point Blank Mastery which allows you to fire from that range without provoking an AoO, be any less effective against the same distracted target? From a purely mechanical point of view it doesn't make sense to me. If you're going to make these types of specialized archetypes, then you need to adjust the rules to accommodate their unique play styles.
Really enjoying this character. He's up to level 5 now. I've come across something confusing however, and was hoping someone could provide some clarification. Last night we were playing and I moved my monk to support the fighter by flanking. It was established that the fighter would get a flanking bonus but that I wouldn't. If that's true, then I don't understand why. I threaten, but they are saying I only threaten because of Unarmed Strike, which I can do while holding a bow. Seems to me that with Point Blank Master I'm not risking AoO and since I threaten and can attack from the next square with my bow that I should receive a flanking bonus. Is there RAW which explains this?
So I've started my new campaign with this character. I'm sitting here leveling him to 2 in anticipation of our next session when I noticed something. I was about to take Point Blank shot, but then I see we get Point Blank Master at 3. Isn't it sort of a waste then to take Point Blank now? Wouldn't I be better served taking Combat Reflexes or perhaps Dodge now? (thinking CR)
I've been devouring this guide for a couple days and I'm finally sitting down and creating my character for an upcoming AP. I think I'm just stuck on one thing. Toughness. The more I look at this, the weaker a feat it seems to me. Perhaps I'm just misinterpreting it. The way I'm reading it, you basically get 1 extra hp per level, right? 3 to start, then 1 a level afterwards as you level. So at level 10 I have an extra 10 hp? That's rather paltry, if that's how this works. Surely I'd be better off getting something else, wouldn't I? Also, while I'm here may as well address a couple of other points. From what I'm reading, the idea of getting vows is pretty much out, yes? And I can dip into Qinggong for just barkskin at 4 in exchange for slow fall and not have to use it again? Thanks for the help.
Ok, I'm already imagining the chorus of 'duh's when people read this, but I feel compelled to verify this completely. I'm playing a flowing monk. He's level 4. I took flowing monk for his ability to control the battlefield, but not obviously to do a lot of damage. So I have a question about what strikes me as the flowing monk's core power - Redirection. The feat reads like this: Redirection At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces Stunning Fist. When I first read this I assumed that the once per day applied to the level 12 ability to use this maneuver against pretty much anyone on the field who attacks him. I mean, certainly it couldn't just be once a day (per level) for the ability itself. What would be the point of being a flowing monk if it's core ability is so limited? As flowing monks we know we're giving up basically all of our offensive capabilities in exchange for the ability to control the field. If that control is going to be so severely limited I'm not seeing how the trade off is worth it.
Right, that's something we argued. His argument is thus - that the stated spell effect only ignores the onset period. If you then follow the physical disease path, as stated in the guide, you go from healthy, to latent carrier, to weakened, impaired, disabled, etc. His contention is that while onset is ignored, the next step is latent carrier, so you take no ill effects until after the disease has progressed. My argument is that the target is at least weakened, if not impaired or disabled, otherwise what's the point?
Quick question - my GM and I are arguing (well, he's arguing and I'm meekly agreeing because he's the GM and secretly seething inside and going behind his back and posting here) about cruelties. We just started a campaign where we're starting our characters at level 6. I'd planned on using the disease cruelty each time I used my Touch of Corruption. However, the GM is maintaining that the disease isn't an instant effect; that in fact the target is diseased but doesn't show symptoms for at least a day. Seems rather a pointless power to me if that's the case. The description of Cruelty I've read says, "The target contracts a disease, as if the antipaladin had cast contagion..." Contagion is described thus - "The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply)." The GM says that while the onset period doesn't apply, contracting the disease means you're in the incubation period, meaning only that you can pass it and you'll eventually suffer the effects after a day and failing a saving throw if applicable. I say that 'contracted immediately' means just that, that the effects of the disease are magically applied and the target suffers the effects immediately. What sense would there be in a touch attack combat maneuver to apply a effect which doesn't cause any harm until the next day when the target will be dead in a few rounds anyway? Your thoughts would be appreciated. |