lemeres wrote:
http://www.d20pfsrd.com/feats/general-feats/small-but-deadly doesn't exactly bend the rules, just had to ask the DM which way it was to be read.kukri TWF is probably one of the most staple ways of doing it due to not needed to be worried about the hit die it's self. 1d3 won't deal much damage but the +9 damage will, especially with a 15-20 crit range.
Bandw2 wrote: play a kobold i dare you. I have, friend and I played siblings. Both of swarm fighters, mine was a two weapon kukri fighter with slashing grace while my friend played a unarmed (wolf style fighter) with an agile tail attachment, a demon claw, and a bite. All that using the second way of reading the Small but Deadly feat.
Truthfully, to have a boss last more than a single round one of the best ways of doing it is have them in an unreachable location while underlings wittle down the party then walk in an go "i'm scary" "rawr" and when they have spent of their larger damage dealing abilites it makes it last a bit longer, though you run the risk of TPKing the party with a late boss arrival.
There was a paladin in one of my games that used his immunity to disease and his high charisma to sleep with EVERYTHING. What I'm trying to say is that being a paladin isn't "I have to be the best of all people all the time" it can simply be someone who's strength in faith and his strength in arm allows him to do what he does. Restricting a player because his paladin is bit of a twit is one thing, however having a paladin fall because of it has bigger ramifications.
Zahir ibn Mahmoud ibn Jothan wrote:
Quiet of few of my DM's allow for a "Chaos Paladin". It allows for a Paladin that follow's his desires instead of the laws of the land (Lawful Good) instead of completely going into AntiPaladin, that and many people have trouble RPing LG. and to the OP I would say to just talk to the GM about it, or ask to do something like a dip into monk for the "Zen" clear mind and to fight barbarian with a clear mind.
Personally Having a Inquisitor in a group mean that they are a beastiary, detect radar, damage dealer. My best (while only at the time) inquisitor build was a gunslinger 4/ inquisitor 2 (don't ask). Being a level 6 in a party with a paladin, wizard, bard/sorc, rogue i was able to have more consistent damage and be able to role play face (because the bard was really newbie and wouldn't actually listen to advice) with the conversion inquisition, play minor healer, along with monster I.D. (since our wizard was actually rarely with the party in game), and of course I wasn't bound by the "paladin codes" and could smash an annoying person's face in without feeling an ounce of guilt.... Long story short They are a bit of jack of all trades, and with a few dips else were, master of a few.
I know we're talking between sword and board and two hander, but the most effective paladin I've ever seen is a halfling paladin with a lance riding a raptor. Second to that is a Paladin running golfbags (three one handed weapons of different damage types and all of them as d8s) with a steel shield.
I actually just had a Gunslinger/ Inquisitor die. (don't play with decks kids). The damage potential of the GS around level 7-8 is one of the highest in the martial game. That plus a strong Inquisitor levels makes him not only useful in combat, but also useful in RP areas and knowledge finding. That plus the judgments are so much fun to use along side of a revolver firing at touch. as an ex-gunslinger I would rate them a 8/10.
Weaknesses- DR is not your friend
Staying away from rogue, ninja, and ranger I would suggest either Druid, Dex based warrior, monk, or build into getting the Dervish dancer feat. I can't really give a good reason "why" other than druid and monk work well with the bonuses and the monk works good with a few of it's traits. I also like the mental image of this 1.5 foot tall frogman murderslaughtering everyone... Oh alchemist might work as well. it actually has a racial class archetype for it.
Ok guys... That's enough of that. I may have misspoke my DM give the OPPORTUNITY for new players to his game to draw card, totally consensual. This is the second time I (as a player) have drawn from the deck, I use the deck in my own DMing, but I and most characters I play like that risk. I wanted to know a few opinions of the people on the forums for decent dual class because I do not have much experience in what goes well with what.
I've dealt with and allow inter-party violence on the occasion, so my thoughts are:
After a bit of time (and an unlucky draw from the Harrowing Deck of Many Things) I can no longer take levels in my Gunslinger Class (unless I die and get resurrected, which is quiet pricey). I was wondering what would be a few good class combo's to multiclass into for a egotistical human pistol slinger. Stat Wise:
After a bit of time (and an unlucky draw from the Harrowing Deck of Many Things) I can no longer take levels in my Gunslinger Class (unless I die and get resurrected, which is quiet pricey). I was wondering what would be a few good class combo's to multiclass into for a egotistical human pistol slinger. Stat Wise:
DMing a Mounted Paladin on a Dionycus I know the pains of this.... Your mount size is considered as your size. Doing large mount as a medium creature you occupy all squares the it does. Ask your DM about the sharing move actions, myself I would rule that you could reload and move at the same time, doing the ride checks to steer with your knees. Your mount can attack as well (with a animal feat it can do a full attack on a charge) The difference between flying and land mounts isn't that huge so if you don't mind the 3D combat (which if you have a magic user will happen eventually anyways) Getting a saddle (preferably military), saddlebags, and barding would be invaluable. Especially if you DM goes "this mount needs to die". Barding does slow the animal down equivalent to the humanoid chart. If you look on the PFSRD for mounted combat It will give you feats along with if you dig a bit you should be able to find all that you need (also check animal companion section for some of it due to it being the same stuff used either way {mostly})
Ok So I have my Gunslinger in a campaign where we are starting from level 1 and going upwards. I need help finding post level 8 feats for a human vanilla gunslinger.
Str 16
For current/planned feats I have:
Have you ever watched League of Extraordinary Gentlemen? As a Ranger with average INT It maybe worth your wild to simply BUY a ship with your specifications, but if time isn't an issue there isn't a reason why building the ship (If well planned, like hiring a ship wright and a master shipbuilders to over see your work) isn't out of possibility Personally on craft TIME nothing less than 5 months... (without the aide of magic) Adding Fly and Air Bubble (or equivalent spell for that size of object to make the entire thing a submarine) to any ship would be awesome For masterwork... The wood would need to be fine quality, Sails same deal,armament top of the line. (As a DM I would claim a prize to each as +3000gp for MW wood, +1000 for Sails, and masterwork Cannons/Ballista would be +500- +1000 Each.
Xaryel Delmorsiege wrote:
I've actually been trying to build the SGG Witch Hunter for a while, from what I've seen it's an amazing anti-caster (great for killing those deemed to be "witches") along with a good stand in front off-tank. So my opinion Witch Hunter is a strong 9/10 from base stats
If you wanted to stay with the group comp (and in my opinion healing in combat is not actually overrated b/c I've saved many lives with a well times channel energy) I would recommend going paladin (depending on the alignments of the other party members you may want to try a chaos paladin) because they can tank almost anything, have godly saves, and have the mercies to remove the negative effects when doing lay on hands. EDIT: I may have totally not understood what was being asked
I would go with (as said above) potn of Stoneskin, potn of Fly (because it's hilarious to fight a giant eye to eye), also if you have an alchemist fire bombs will be invaluable along with anything that will stack fire damage ie: wand of vulnerability, wand of fire ball, potn of dragons breath (which is one of my favorites) not to mention wand of cure critical wounds
I would highly recommend Magus, BH, Arminger,Gunslinger/alchemist, Monk/Druid. This way you not only have a balanced party (one tank, one melee dps, one healer/buffer, ranged dps, then monk/druid for support/more dps) This way you can have a Anti-party that will synthesize well against a party of PCs.
I've watched my GM deal with a similar situation,
Basically I would have ruled that if you have grappled the wings specifically you would be crashing to the ground, other than that (outside of a few variables) you would have grappled it into a hover or at least into a slow decline.
Truthfully, kudos to the guy for sticking to his gun in the face of the party.. At the same time, As a GM and a player myself if (as a player) our party tank kept taking off and running away from fights I would ask him about it. If that didn't work I would talk to the entire party as if they chose to, we would kill off his character as a coward and a scoundrel. As a DM, the character was beginning to make other players dislike or get angry at the game I would pull him aside and warn him about it. If that didn't work I would then talk to the entire party (including him, warning him again about his actions and should he not change his attitude I will tactlessly tell him that in no uncertain terms if he kept ruining the enjoyment of the game for the entire party I WILL Henderson his character into oblivion (something like " {Insert God against cowardice/ Paladin's god} has deemed you unfit to travel with her/his champion of faith and has elected to cause your mind to slowly wither/change into a vegetable") For me it ends up being the fact that as a player, I'm there to have fun doing a group activity and as a GM my job is to tell my story and to make sure my players enjoy themselves and the interactions within the game and should something happen and it doesn't happen I would find out what it was and change it (including, if necessary, to either kill of the character or ask the player to leave himself until he's ready to try something less damaging)
So I'm playing a campaign with this DM that LOVES to throw daemons and devils along with magic users galore at us, even though at the moment we are level 1 he tends to do things like send us against a Yeth Hound and between 20-30 goblins. Anyways I have this idea for a cross class should my Gunslinger ever die that is 2-3 levels in a Paladin (mainly to get the saves, immunity, and smite) then take the rest in Super Genius Witch Hunter class. The problems I'm seeing is that:
|