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![]() Arakhor wrote: For what it's worth, I like the name Brawler, but I could settle with Pugilist, as that's basically what it is. I like the name, too; I think it fits the class nicely. The issue is there's ALREADY an unarmed combatant fighter archetype called the Brawler (And not sure Pugilist would work; there's a Brutal Pugilist barbarian) Bruiser would fit, and as far as I'm aware, isn't yet taken ![]()
![]() I can see the Dragon Ferocity+Power Attack combination going either way. However, I also think it should be moved to its own thread; the discussion concerns Monks, Brawlers, as well as Unarmed or Brawler Fighters, and only discussing it in the Brawler Class thread will prevent people not concerned with the playtest from discussing it, as well as making it potentially take more time for the people who work on rules errata from seeing it. At the same time, it clogs up this thread, which would be better served discussing Brawler-specific rules interactions, discussing thing sfound through reading, theorycrafting, and playtest. On the main topic, I have two things to add: Firstly, I think Flurry shouldn't be part of the class's abilities, I would prefer something closer to the Master of Many Styles' abilities, as others have stated. Second, I think the class should have a different name, to avoid confusion, especially since the Fighter's Brawler archetype is based around similar concepts (unarmed\close-to-unarmed combat with full BAB) ![]()
![]() Knight_Druid wrote:
I thought that the monk-is-fine crowd has already established front-line fighting isn't the monk's purpose ![]()
![]() Cheapy wrote:
The Monk can use flurry of blows...while the brawler evidently has flurry of posts ;) ![]()
![]() Also, I think it bears repeating that the Fighter's bonus feats don't let him spend more feats on out-of-combat prowess, but instead give him a chance of being able to invest in the feat chains he requires to be useful in combat. Meanwhile, the Ranger can laugh at feat requirements, and the Paladin, Gunslinger, and Barbarian can operate with less feat investment. ![]()
![]() Pandora's wrote:
There's the rest of what I wanted to say, but couldn't quite word together! :D ![]()
![]() ciretose wrote:
Stunning fist has limited uses per day, if the attack misses you waste that use, and even if it hits it gives a save to ignore the effects, which target's fortitude save (a very common high save). And to keep the DC up requires certain archetypes, certain styles, and/or having a high wisdom on a MAD class (getting that high wisdom might not be possible on lower point-buys, though higher point-buys make that easier). I'm not necessarily in the 'Stunning Fist is useless' camp, I'm just saying that it's not really comparable to crits, at least at lower levels or if you have non-monk levels. ![]()
![]() Captain Sir Hexen Ineptus wrote:
I doubt that one, since the summoner's physical stats are replaces, and Dragon Disciple would effect the summoner, not the eidolon ![]()
![]() In my experience, there are ways to make Gunslinger work without Quick Clear. The more concerning issue is that both Buccaneer and Mysterious Stranger removes your Gun Training feature that adds quite a bit of damage (although you could overcome that with feats such as Arcane Strike) Honestly, depending on stat allocation, because the Gunslinger can dump strength lower (he only needs strength for his equipment) you can probably afford to have decent dex, wisdom, and charisma, depending on how you're allocating stats (if it's point buy, you can easily check out your options; if you're rolling, you'd have to see if you can get rolls that would work. IMO, Gunslingers have three primary options; one level, five level, or thirteen (for Pistolero/Musket Master). One level gets you quick clear (unless your archetype loses it), grit points, a few deeds, firearm proficiency, 4+int skill points, full BAB, and good hit die; five levels gets you gun training to add dex to your damage rolls; thirteen in those two archetypes removes misfire chance. EDIT: just noticed this deed: Focused Aim:
Focused Aim (Ex)
At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed. It removes Arcane Strike as an option, but potentially helps you keep your damage closer to on-par with a gunslinger with gun training. You'd need extra grit points to use it often, but you might not even need much of the damage since you've also got performance and spells to contribute to battles instead of just damage ![]()
![]() Fastmover wrote: Could a Monk of the Empty Hand be capable of using guns as a Flurry weapon even if it had first take pre-reqs to use the gun, and use the gun as a club or light hammer? I would say yes, though as a quarterstaff (for two-handed) or club (for one-handed) based on the way the MotEH is written, though YMMV ![]()
![]() 1. Could I use Perfect Strike to roll multiple times in a Combat Maneuver attempt? (This is in regards to maneuvers that use an attack action) Perfect Strike:
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round. Combat Maneuvers:
While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. 2. With the Maneuver Master archetype, how do the penalties on Flurry of Maneuvers work? Are they -2/-5/-12, or -12 for all? I found the text a little confusing in this regard Flurry of Maneuvers: At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. ![]()
![]() Undone wrote:
It would still be overpowered, because crit feats activate based on critical confirmation, not critical multiplier And how would that be far more broken? If you rule they stack multiplicative, then they'd stack to give an 8-20 crit range, using a weapon enhancement AND a feat, while your weapon would grant 8-20 range with weapon enhancement OR a feat. If you rule they stack additionally, then the crit range would be 12-20, using a feat and enhancement. ![]()
![]() Trogdar wrote:
I think the standard setup for that is MoMS 2/Brawler X to get the style feats, but your style could work to keep some of the larger unarmed strike damage dice in addition to the brawler's large damage bonuses. ![]()
![]() Nicos wrote:
To be fair, Summoners are a source of criticism and debate on these forums (though less so in recent months) in large part due to the fact that it's that difficult to make sense of. ![]()
![]() I've seen very little 3pp hate, most people are happy to recommend 3pp products. However, due to the nature of it, there can be a lot of 3pp stuff that's imbalanced or poorly thought out. Also, if you're going to quote mplindustries, could you link to where they posted that? Without context, it's hard to tell if it's meant to be sarcastic, snarky, mean, kind-hearted, etc. ![]()
![]() Quote: Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a Two-handed weapon functions as a quarterstaff. The quoted text is from the Monk of the Empty Hand's Weapon Proficiencies. I'm curious how this interacts with multiclassing; if a MotEH has weapon proficiencies from another class, or gains levels in a class later that gives weapon proficiencies, what happens? Is he still stuck only able to use them as improvised weapons? Is he able to choose between using weapons properly, and as improvised weapons? Would new proficiencies replace the improvised weapons? ![]()
![]() I've had a few character concepts I really liked. -A half-orc Gunslinger based off the original Django film (Was flipping through Ultimate Equipment finding gear for a different character, saw the coffin, made my decision, heh)
I like optimizing. But I don't powergame--I simply want to make my concept workable. And sometimes my concepts are based off of game mechanics (like seeing the Qinggong Monk's cool ki spell-like abilities). Or sometimes I plan my character a couple levels ahead in mechanics. Both of which are things seen as heresy by the 'roleplayers' in my group. A lot of the viewpoints on this matter, on both sides, are based on perspective. Some people come onto these boards and see what they think is people powergaming and min-maxing. It's often people saying 'how do I make this concept work,' but not always, and it doesn't always seem like it. And that makes some people think everybody here is a powergamer, even when it's often that people come to these boards with the parts that are often easily assisted, i.e. the mechanics. Some people here have had problems with what they see as 'powergamers' (sometimes they are, sometimes it's just an 'average' optimization in a very unoptimized party, sometimes it's other issues). Other people, like me, have had plenty of problems with 'roleplayers.' Both sides have the same issue--the extremes can make the game unfun--but it's important to note that not everybody is part of the extreme. Powergamers can know the ins and outs of the system by heart and know the most optimal feats and know how to break the game, while not doing so (in fact, plenty of times where I see people truly, intentionally breaking the game, it's for the fun of finding humourous loopholes, like Pun Pun, or the Sohei Monk/Gunslinger/Weapon Master Fighter who can flurry with a firearm at range and add full strength and dexterity to the attacks). And roleplayers can come up with fun characters without caring about optimization, and focus on noncombat roleplay encounters, and have fun with interesting characters, without being snob jerks who yell at you for wanting to play a Duskblade in 3.5 because only powergamers play the class, and it's impossible to roleplay. Or call you a powergamer for selling a +1 longsword, rather than keeping and using it, because you used it in an encounter as an emergency and you don't have proficiency. Or call you a powergamer for not putting your one skill point for the level in swim, when you swam across a river once during that level. ![]()
![]() slade867 wrote:
That's not how warning works. Using perception, scouting, and/or divination, you see enemy, they don't see you, you spend a bit of time getting ready and attack them. ![]()
![]() Okay, how does this look? (Race undecided)
Strength: 16
Feats: Boar Style (from Master of Many Styles) and Two-Weapon Fighting
Rather than use wisdom and dexterity for AC, I'm planning on using armour, to help reduce MAD. ![]()
![]() I remember somebody doing an extremely similar thing on here, they even had a blog for it. Might want to search for their thread, see if he can give any help for how to run it. I remember it being a really good success for him, though! Edit: paizo.com/threads/rzs2o4g4?Starting-a-middleschool-Pathfinder-club found it ![]()
![]() Rynjin wrote:
Actually I was referring to: http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/umbral-cou rt-agent since I think worshipping Zon-Kuthon was a prerequisite in the Paths of Prestige book ![]()
![]() Interesting guide, definitely helping me lean towards Champion of Irori. Also, I just found out the barbarian is going to be a True Primitive Gnome...and the player has decided his character doesn't know common. It's looking like I might accidentally support the viewpoint of some people in my group that Monks are the strongest class in the game... ![]()
![]() My friend is running a game tomorrow, starting at level 2, 20-point buy, all books allowed. I've decided I want to make a hand-to-hand combatant (not necessarily monk). My current idea is Paladin 1/Master of Many Styles 1, eventually leading into Champion of Irori. Also considering using a fighter, but the paladin/champion seemed like a good way to add in something to do in combat other than just attacking (even if all something like Smite is is adding damage to attacks :P). However, I'm also considering Maneuver Master or something, because the idea of a fast monk darting around the battlefield disabling enemies does seem fun. I spoke to the GM, and he ruled that gauntlets and brass knuckles would retain Monk unarmed strike damage. The other party members are a barbarian, and a third undecided character (though he tends to play spellcasters) a. With the Champion of Irori, are there any significant pitfalls? Any particular problems? (other than MAD, which I'm planning on limiting somewhat by using armour so I can have a lower Wisdom)
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![]() Cheapy wrote: Well, that's why you become immune to fatigue. Which, last I recalled, the boards agreed would still provide immunity to that ability. Furious Finish wrote: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be). Seems like the feat says you'd still be fatigued even if immune...I'm not sure though. The text seems clear, but there is a bit of room there for immunity stopping it. ![]()
![]() Altus Lucrim wrote: Sub Par? SUB PAR?!!! RAWR!!!! Just because I'm a Bonus giving support Character I'm SUB PAR!!!! NAY! This Character shall be AWESOME at giving bonuses to his allies! And sub-par in the damage department.... However With the option of Sensei and Strategist, I am considering a Dwarf for this racially because of the Bonuses to Con and Wisdom, I could easily pop for an 18 in both, because I dont really need Dexterity any more, and I do not need Strength, or Intelligence really I think by 'sub-par' he meant you were going to have a slightly lesser version of the bard's support abilities. ![]()
![]() Thinking Hexes are one use per day. An Evil character MUST be pure, unsubtle satanic evil. A character/creature can only have one primary natural weapon. The Half Elf Summoner favoured class bonus means you add an amount of Evolution Points equal to 1/4 of your Eidolon's current Evolution Points. Monks are one of the strongest classes in the game (Let's not get into this here, there are other threads for that). The only right way to play the game is by roleplaying, and that means you can't do anything remotely optimized. Some classes in the game are only used by powergaming min-maxing munchkins, and are incapable of being used for roleplay. A Cavalier dipping Cleric is min-maxing and powergaming. A Cleric MUST have a diety, simply having extreme devotion to a cause represented by a Domain is not enough. A Cleric MUST be a priest. ![]()
![]() ShadowcatX wrote:
His reasoning was that a spellcaster could use Animate Dead to bring it back within those three rounds, removing its regeneration. ![]()
![]() Regeneration Universal Monster Rules http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Regeneration-Ex- wrote: Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning Tarrasque Regeneration http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/spawn-of-r ovagug/tarrasque wrote: If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains I'm wondering whether or not the Tarrasque is able to die or not? The universal monster rules state a creature with active regeneration cannot die, but the Tarrasque's rules have the phrase 'rises from death,' and my friend is arguing that that means it is capable of dying despite what the universal monster rules state.
About Mumbata of BonuwatMumbata of Bonuwat
Formulae Book:
1st: Cure Light Wounds, Deathwatch, Disguise Self, Enlarge Person (DC13), Expeditious Retreat, Identify, Touch of the Sea (DC13) Pathfinder Kit:
Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone. Rolls:
Climb:[dice]1d20 + 4[/dice] Disable Device:[dice]1d20 + 5[/dice] Knowledge (nature):[dice]1d20 + 6[/dice] Perception:[dice]1d20 + 7[/dice] Profession (sailor):[dice]1d20 + 7[/dice] Sleight of Hand:[dice]1d20 + 5[/dice] Swim:[dice]1d20 + 4[/dice] Stealth:[dice]1d20 + 6[/dice] Initiative:[dice]1d20 + 1[/dice] Fort:[dice]1d20 + 4[/dice] Reflex:[dice]1d20 + 3[/dice] Will:[dice]1d20 + 3[/dice] Fist:[dice]1d20 + 4[/dice]
Fist: w/SA[dice]1d20 + 6[/dice]
Fist: w/Mutagen[dice]1d20 + 6[/dice]
Fist: w/Mutagen and SA[dice]1d20 + 6[/dice]
History of Mumbata:
Mumbata was born in the along the coast of the Mwangi jungle as a member of a Bonuwat tribe and like most children of the Bonuwat he was born and raised on the water. From an early age Mumbata learned the intricacies of knot work, tacking of sail’s, helping his father bring in fish and navigating treacherous coastal waters. Profession (sailor) By the time Mumbata was fourteen he had constructed his first catamaran and when Mumbata turned sixteen he proved he was ready to join his tribe as an adult when he raced his catamaran threw Besmara’s fingers during the height of the summer monsoons Besmara’s Blessing. The defining moment in young Mumbata’s life came just weeks after his rite of adulthood. While plying the waters of the local fishing grounds a terrible storm blew up, unforeseen by his tribe’s shaman. Mumbata was caught in the fringes of the monstrous typhoon, his catamaran crushed and Mumbata cast adrift onto the high seas. For three days Mumbata clung to the wreckage of his craft, sure he was going to die, yet refusing to give into despair Iron Will. Finally on the fourth day, tired, battered and near death, the storm broke and Mumbata could just make out a large galley in the distance before he finally succumbed to unconsciousness. When Mumbata awoke, he found himself on the deck of the Larcenous Ifrit a slave galley based out of Katapesh. Mumbata was quickly chained to an oar and forced to row under the loving ministrations of the Ifrit slave master. Where most men would quickly perish under such cruel and debased treatments, Mumbata became strong and tough under the constant rowing and ceaseless labor Strength 18 / Constitution 14 . Occasionally the ships masters would force the slaves to fight each other for their amusement, and though Mumbata hated every moment of it, he found to his surprise that the months of constant rowing had made his fists and forearms as hard as aged driftwood Improved Unarmed Strike. The below decks of the Ifrit were a hellish place, full of suffering and pain. After each fight, Mumbata would be brought to the ships chirurgeon to be patched up and healed before being sent out to fight again. It was during this time that the cirurgeon, a man named Ali Al’Zahrid took pity on Mumbata. During each visit to the cirurgeon, Ali would explain to Mumbata how he was making the potions and salves. What began as a way for Mumbata to take his mind of the pain of his wounds eventually became a budding education into to the science of Alchemy Alchemist 1. As Mumbata’s alchemical education grew following each fight, he began to create a plan to escape from the Ifrit. Aided by the advice from his rowing partner, an aged bandit Bandit: Stealth and Disable Device Mumbata began to slowly pilfer the alchemical components he needed to concoct a powerful acid in order weaken his chains. A few weeks ago as the Larcenous Ifrit was moored off of Port Peril, Mumbata choose his moment to strike. While the galley was at anchor and mid watch was set Mumbata quickly poured the acid into the lock and freed his chains. Using stealth he quickly crept above deck and before the watch noticed, he had slipped down the anchor chain and begun his swim to shore. Since arriving at Port Peril Mumbata has reunited himself with the local Bonuwat tribes and begun to slowly acclimate himself to life in the city. Thanks to his hard gained knowledge in Alchemy, Mumbata has started to act as a local medicine man to the local tribes, healing the sick and wounded with his potions. In celebration of his new found freedom Mumbata decided to go to a local tavern named the Formidably Maid for a drink. |