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Is "Iron Will" one of the better feats to choose at level 7, Secret Wizard? Or would you suggest something else? (I'm pretty much following the Stone Dragon)


You'e the best. Thank you! <3


Secret Wizard,

Can you please explain to me how I get to +27 CMD? My DM is asking me and I've tried to calculate it. I get to 26 from using the Unchained book, Herolab is giving me 27 though.

Yusuke Yoh
Male oread unchained monk 6 (Pathfinder RPG Bestiary 2 205, Pathfinder Unchained 14)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +1 monk, +3 Wis)
hp 51 (6d10+18)
Fort +8, Ref +9, Will +7; +2 vs. enchantments
Defensive Abilities evasion; Immune disease; Resist acid 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee dan bong +9/+9/+4 (1d3+3/19-20) or
unarmed strike +10/+10/+5 (1d8+3)
Special Attacks flurry of blows (unchained), stunning fist (6/day, DC 16), style strike
Spell-Like Abilities (CL 6th; concentration +6)
1/day—magic stone
Monk (Unchained) Spell-Like Abilities (CL 6th; concentration +6)
—barkskin (self only, 1 ki)[UM]
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 15, Int 8, Wis 16, Cha 10
Base Atk +6; CMB +9 (+13 grapple); CMD 27 (29 vs. grapple)
Feats Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Grapple, Improved Unarmed Strike, Mobility, Stunning Fist, Weapon Focus (unarmed strike)
Traits frontier-forged (any frontier area), indomitable faith
Skills Acrobatics +17 (+21 to jump), Craft (poison) +8, Escape Artist +8, Linguistics +5, Perception +11, Sense Motive +7, Stealth +10, Survival +3 (+4 to get along in the wild), Swim +7
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Terran, Tien
SQ fast movement (unchained), ki pool (6 points magic), ki powers (elemental fury, qinggong power), mostly human, style strike (flying kick)
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, wand of mage armor (37 charges); Other Gear dan bong[UC], belt of mighty constitution +2, boots of elvenkind, cloak of resistance +1, belt pouch, blanket[APG], hemp rope (50 ft.), masterwork backpack[APG], soap, torch (10), trail rations (5), waterskin, 5 gp, 9 sp
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white only).
Dragon Ferocity +1, 1d1+3 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Elemental Fury (1d6 acid, 3 rounds) (Su) As a swift action, use 1 ki to add 1d6 elemental dam to natural attacks for several rounds.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 20 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Immunity to Disease You are immune to diseases.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Stunning Fist (6/day, DC 16) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.


Ok. There was another Paizo thread that said "for all purposes" -- meaning it included the extra feat, so I was confused. HeroLab doesn't show any of the options fo the +1/4 ki point FCB, unfortunately.


Secret Wizard,

for the Mostly Human trait, we get all human bonuses, correct? Herolab does not work, but if it did, we would get the +1/3 ki point, extra feat, correct? Does that mean we would lose the Darkvision?


Gotchya. Thank you so much. I am really enjoying playing unchained monk.


We're playing Emerald Spire and the entire group got fireballed by Klarkosh -- I missed my evasion. Then I got hit by 5 magic missiles and died immediately, lmao.

Glad I can do 2 attacks normally now. Makes it even more appealing to get Boots of Speed since we don't have anyone to cast Haste on us.

edit: I just noticed...as an unchained monk, will I never get feats again? I only get "Bonus Feats"? One of the other melee is wanting to do teamwork feat, but I can't get those feats anymore. =O


Thanks for answering my previous question, Secret Wizard. I died and had to be revived, so unfortunately, lost all the money I was saving for Amulet of Mighty Fists...lmao.

I noticed on Herolab that at level 6, it shows I'm +10/+10/+6. Does this mean I get two attacks normal without flurry, allowing me to have 3 attacks with flurry, then 4 attacks with a ki point?


Hi Secret Wizard,

I posted on Reddit and you had responded a couple months ago. Dunno if you remember !

My character is an Oread Stone Dragon -- I am trying to follow the template that you used in the guide. I thoroughly am enjoying it. Can you suggest anything for next purchases or levels? In terms of attributes, we choose the stat THEN roll for it. So, my intelligence is low. ;[

Spoiler:

Yusuke Yoh
Male oread unchained monk 5 (Pathfinder RPG Bestiary 2 205, Pathfinder Unchained 14)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +1 monk, +3 Wis)
hp 37 (5d10+10)
Fort +6, Ref +8, Will +6; +2 vs. paralysis and stunning, +2 vs. sleep, +2 vs. enchantments
Defensive Abilities evasion; Immune disease; Resist acid 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dan bong +8/+8 (1d3+3/19-20) or
unarmed strike +9/+9 (1d8+4)
Special Attacks flurry of blows (unchained), stunning fist (5/day, DC 15), style strike
Spell-Like Abilities (CL 5th; concentration +5)
1/day—magic stone
Monk (Unchained) Spell-Like Abilities (CL 5th; concentration +5)
—barkskin (self only, 1 ki)[UM]
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 13, Int 8, Wis 16, Cha 10
Base Atk +5; CMB +8 (+10 grapple); CMD 26 (28 vs. grapple)
Feats Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Grapple, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike)
Traits frontier-forged (any frontier area), indomitable faith
Skills Acrobatics +16, Craft (poison) +7, Escape Artist +8, Linguistics +4, Perception +10, Sense Motive +7, Stealth +9, Survival +3 (+4 to get along in the wild), Swim +7
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Tien
SQ fast movement (unchained), ki pool (5 points magic), ki power (qinggong power), mostly human, style strike (flying kick)
Combat Gear potion of bull's strength, potion of cure light wounds (2), potion of cure moderate wounds, potion of invisibility, wand of mage armor (38 charges); Other Gear dan bong[UC], boots of elvenkind, cloak of resistance +1, belt pouch, blanket[APG], hemp rope (50 ft.), masterwork backpack[APG], soap, torch (10), trail rations (5), waterskin, 2,957 gp, 9 sp
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Darkvision (60 feet) You can see in the dark (black and white only).
Dragon Ferocity +1, 1d1+3 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 10 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Immunity to Disease You are immune to diseases.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Stunning Fist (5/day, DC 15) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.


Are you able to upgrade the phylactery to make it do an ADDITIONAL 2d6 (totaling 4d6)?


F@*%, I wish I had signed up for it, Saraiso. I tried running RA on Roll20 but it was very complex and I didn't know how to set it up.

I had group start at level 1 with 25 point buy and like 1-2k gold (I can't remember which). I asked them where on the map they'd like to start -- they chose south. I told the group that they had an idea of where RA was based off of rumors and they encountered the harpies and dire lions and shockingly survived due to my s+*!-tastic f*$%ing rolls.

They went further up north and encountered the flying dragon and fled only to get surrounded by a group of bandits to which they charismatically diplomicized out of. They promised the group that they would assassinate the other group's leader.

They decided to continue adventuring and went further north into the swamp and they encountered the Froghemoth. They were terrified and fled from that. But they did eventually get into the dungeon and died to the first Roper. I was so sad because there was a Kraken in the water in the middle. :\

Sigggh....now I gotta try and find someone to run it. -.- It looks like such a great game.


Just got back home. These are all such fantastic suggestions. I didn't even realize that there were items out there to help a healer so much.


I removed dispel magic but can put it back in no problem since we haven't started the game after leveling. Every single time I tried dispelling something, I could never out roll the DC. Instrument of Agony was suggested on the google doc. Bane and Grace I have not used in quite some time...and Murderous Command, I am not even sure why I got that, rofl.

Thanks guys for the help.


Thank you everyone for your help. It's greatly appreciated! I definitely went into this pretty blind because at the time, I was studying for classes and then boards. My mistake. :(


My character's race is an "unknown", meaning, that I don't even know my traits nor how many feats I get until I level up. I thought this would be cool because I'm trying to make the storyline interesting, HOWEVER, I have gimped myself because I think the DM keeps forgetting about my storyline. Meaning, I don't even know what my abilities are. The only thing I know is that I have darkvision. That's it. Everyone in the party gets all of these racial perks but I am at a loss.

One of the players who knows oracles well suggested reach spell but I have only used it like ONCE. It takes a full round to even cast it plus it expends two of the spells which makes it not good unless I get the Quicken Spell as well.

I just feel like I am not meeting everyone in my group's expectations of the character. I've always picked healing classes in all of my games and even RPGs because I actually enjoy it. This is the first time I've ever played an oracle (I typically play cleric) and didn't research enough to find out that I can't choose different spells every day.

Thanks guys for the advice.


I'm perfectly fine with being a "buffbot" or "healbot" It's just that I would like to figure out what kind of direction I should go. How to make my character better.

Would SM 3 be good? I know the Lantern archon's can use aid as well as the light ray. Or do I grab a different level 3 spell?

edit: I'm currently using the Google Doc for spells and feats and such. How do I go from this character to an "exceptional" buff and healing character? What would I change? Feats? Spells? Etc?


Fruian Thistlefoot wrote:

Is it in PFS or a Home Game?

Is Retraining an Option?

Thanks for the fast reply! It's Skulls and Shackles. What does retraining mean? I know we can train up our HP...


I am bored to tears with my character because all of my damage output is terrible. All I can do is heal and even then, my rolls are often crap-tastic. I've been reading other threads and the Oracle guide on how to beef up the character and the Summon Monster III was definitely a perk. One of the players in the group who knows oracles very well suggests I go Searing Ray instead of SM 3. I just don't know. The google doc also mentioned the combo of Life Link and Energy Body as being great, but I am still unsure what this means. Does all of the damage one person take get transferred to the oracle? If so, I would be afraid I'd get one shotted! Lol.

My statblock is:

Male the mysterious ones oracle 7 (Pathfinder RPG Advanced Player's Guide 42)
CN Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +1 natural, +1 shield)
hp 50 (7d8+17)
Fort +5, Ref +5, Will +8
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee +1 morningstar +8 (1d8+3)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 18, 4d6+1)
Oracle Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—cure serious wounds, neutralize poison, prayer, summon monster III
. . 2nd (7/day)—cure moderate wounds, grace[APG], hold person (DC 17), instrument of agony[UC], lesser restoration
. . 1st (8/day)—bane (DC 16), bless, cure light wounds, detect undead, murderous command[UM] (DC 16), shield of faith
. . 0 (at will)—create water, detect magic, detect poison, guidance, mending, purify food and drink (DC 15), read magic
. . Mystery Life
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 20
Base Atk +5; CMB +7; CMD 19
Feats Extra Channel, Extra Revelation[APG], Reach Spell[APG], Selective Channeling
Traits blessed touch, friend in every town, touched by the sea
Skills Acrobatics +2 (-2 to jump), Climb +3, Craft (ships) +7, Diplomacy +16, Heal +7, Knowledge (geography) +5, Knowledge (history) +6, Knowledge (local) +8, Knowledge (religion) +11, Linguistics +2, Perception +9, Profession (sailor) +7, Sense Motive +6, Spellcraft +7, Swim +13
Languages Aquan, Chelaxian, Common, Dwarven
SQ interaction bonus, mark of slavery, oracle's curse (legalistic), revelations (energy body, life link, channel, safe curing), vow to self
Combat Gear potion of water breathing, wand of cure light wounds (21 charges); Other Gear +1 chain shirt, buccaneer's breastplate, mwk buckler, +1 morningstar, light crossbow, amulet of natural armor +1, besmara's tricorne, cloak of resistance +1, headband of alluring charisma +2, helm of underwater action, ring of the iron skull, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), masterwork backpack, mess kit, pot, soap, torch (10), trail rations (5), waterskin, 2,128 gp
--------------------
Special Abilities
--------------------
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Buccaneer's breastplate Continuous water walk and float to surface if donned underwater.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Body (1d6+7, 7 rounds/day) (Su) Elemental subtype and deal 1d6+7 to undead who touch you or heal 1d6+7 to allies who enter your square.
Helm of underwater action Sees 5x farther underwater, and breathable air.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Life Link (7 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Oracle/Oracle Channel Positive Energy 4d6+1 (6/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Safe Curing (Su) Casting healing spells does not provoke AoO
Selective Channeling Exclude targets from the area of your Channel Energy.
Swimming (30 feet) You have a Swim speed.
Touched by the Sea Underwater attack penalties are lessened by 1.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.

We just leveled to 7 so I put all of my skill points to where I think they belong. But, I am open to any suggestions. Pleaaaaase. I'm almost to the point of just wanting my character to die off to start something different, but I am the only healer in the group.


Gotchya. Thanks much for the advice/information. :]


Coming into this thread a little late. My group just got to module II and I'm excited. For the phase spider, I know the book says "Perception DC 15 can determine the cries are curiously inhuman" -- but, do some of you GMs not even allow this roll? Seems a pretty easy roll. o.o


They had finished every single event in Ravengro while obtaining trust. For the graveyard (blanking on the name), I multiplied the number of enemies by 4. Ever since I found out about advance template, I've been using it. :] Been fun.

In regards to Lopper: I'm sure I screwed this up. But, I made his bleed even go through healing. Had to make the encounter challenging in some way. :x


Not sure how to edit. Yes, that's what I meant Tacticslion. Level 11.


The problem was I didn't align the map on roll20 and the room was *VERY* small. I had absolutely no room to run away or else I would get AoO nonstop. If I had a large room, it would be different because then it would be 40 something feet away.

6 characters and they're all melee. They all found artifacts (in place of the prisoners' weapons) that will continue on in a mythical adventure in conjunction with Carrion Crown. ;o

Ever since I aligned the map, they've been having harder time. ;io


So, I did go ahead and read through the module. I really need to start being a ruthless GM because my players are killing my encounters quickly. They came into Splatter Man's room without fighting Lopper or the other guy in the basement floor (Whitewater Marauder). I made Splatter Man a CR 11 encounter because I was getting angry at how OP my players were. Almost killed numerous players and I kept inspiring fear into their hearts for multiple rounds.

I am going to use Mythic I decided. I have a question though. For my first epic fight, I will be having my players fight an undead adult dragon (Ravener) that is dungeon based. Can dragons eat players? If so, I would imagine it's a grapple and then next round it will be a potential toss up in the air into the mouth? Is it ultimately my discretion or are there rules for eating players?

(PS thanks for the note about the advance template. I didn't see that until you pointed it out. Rock on. <3)


Hi all. I love these threads because I am a first time GM and I am GMing this module.

Currently the team is level 3 and just now entering Harrowstone. They've essentially done almost every single event and it's only day 5 or 6. I'm a little worried that they may be a little overpowered. Is it weird to perhaps have a couple of the ghosts work together in the same fight? Or is this completely out of their character? I haven't read that far in advance to see where they're located.

I'm also interested in making an epic boss fight, if not in Harrowstone, but near Ravengro. I'm wanting my group to hit level 4 and obtain a mythic level so I'm deciding if I want to include an undead young dragon, lol.